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This is one of my mandatory scripts on all larger ships I make. Love the work you've done.
Are you still willing to update it, there are some things I'd like to se if is possible,
for instance: even when excluded the script turns power back on for doors with [excluded]
Ideally reactors would only be drawn from if all other factors won't be able to fully supply enough energy for a certain amount of time. Using Uranium when it's not necessary is a waste and having a centralized system for management is better than having a dozen PBs for each component, that's why i asked.
Actually, is it possible to sort blocks by powerdrawn? If the script were able to detect when the power wouldn't be enough for more than X minutes (with reactors) and would then try to deactivate the most demanding block (then trying again to check if it's enough (and perhaps with possible arguments)) that would make it a lot more resilient energywise.
This script did used to have a battery management module, but with changes to the power API along with "smart" batteries (i.e. leaving all battery option unchecked), I decided to remove that module.
I haven't checked things lately though...
change this
var subtypeName = item.Content.SubtypeName;
to this
var subtypeName = item.Content.SubtypeId.ToString();
and the script works.
There are several scripts that need this change.
Content.SubtypeName with Content.SubtypeId.ToString()