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Sandbox.ModAPI.Ingame.IMyRefinery
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public interface IMyRefinery: IMyProductionBlock, IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity
Describes assembler block (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Type Definitions:
- MyObjectBuilder_Refinery/Blast Furnace
- MyObjectBuilder_Refinery/LargePrototechRefinery
- MyObjectBuilder_Refinery/LargeRefinery
- MyObjectBuilder_Refinery/LargeRefineryIndustrial
- MyObjectBuilder_Refinery/SmallPrototechRefinery
SerializableDefinitionId BlockDefinition { get; }
Gets definition.Id assigned to this block
Inherited from IMyCubeBlock
True if the block has been removed from the world.
Inherited from IMyEntity
IMyEntityComponentContainer Components { get; }
Gets blocks component logic container
Inherited from IMyEntity
Grid in which the block is placed
Inherited from IMyCubeBlock
string CustomData { get; set; }
Gets or sets the Custom Data string. NOTE: Only use this for user input. For storing large mod configs, create your own MyModStorageComponent
Inherited from IMyTerminalBlock
Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo .
Inherited from IMyTerminalBlock
string CustomName { get; set; }
Gets or sets how block is named in Terminal menu
Inherited from IMyTerminalBlock
string CustomNameWithFaction { get; }
Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon
Inherited from IMyTerminalBlock
string DefinitionDisplayNameText { get; }
Definition name
Inherited from IMyCubeBlock
Gets information about block status. In Control panel bottom right text
Inherited from IMyTerminalBlock
float DisassembleRatio { get; }
Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding
Inherited from IMyCubeBlock
Gets user friendly name of entity. May be null For block terminal name use DisplayNameText
Inherited from IMyEntity
string DisplayNameText { get; }
Translated block name
Inherited from IMyCubeBlock
Represents terminal gui toggle. Gets or sets if block is Enabled
Inherited from IMyFunctionalBlock
Id of entity
Inherited from IMyEntity
Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventory() != null.
Inherited from IMyEntity
IMyInventory InputInventory { get; }
Gets the input inventory.
Inherited from IMyProductionBlock
Returns the count of the number of inventories this entity has.
Inherited from IMyEntity
Hacking of the block is in progress
Inherited from IMyCubeBlock
Gets if integrity is above breaking threshold
Inherited from IMyCubeBlock
Gets whether block is currently producing.
Inherited from IMyProductionBlock
Gets whether production queue is empty.
Inherited from IMyProductionBlock
True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)
Inherited from IMyCubeBlock
Block mass
Inherited from IMyCubeBlock
Maximum coordinates of grid cells occupied by this block
Inherited from IMyCubeBlock
Minimum coordinates of grid cells occupied by this block
Inherited from IMyCubeBlock
Some entities can have uniq name, and game can find them by name VRage.ModAPI.IMyEntities.TryGetEntityByName(System.String,VRage.ModAPI.IMyEntity@)
Inherited from IMyEntity
Gets the queue item ID of the next item to be produced.
Inherited from IMyProductionBlock
Order in which were the blocks of same type added to grid Used in default display name
Inherited from IMyCubeBlock
MyBlockOrientation Orientation { get; }
Returns block orientation in base 6 directions
Inherited from IMyCubeBlock
IMyInventory OutputInventory { get; }
Gets the output inventory.
Inherited from IMyProductionBlock
IdentityId of player owning block (not steam Id)
Inherited from IMyCubeBlock
Position in grid coordinates
Inherited from IMyCubeBlock
bool ShowInInventory { get; set; }
Represent terminal gui toggle
Show block in Inventory Screen
. Gets or sets its valueInherited from IMyTerminalBlock
bool ShowInTerminal { get; set; }
Represent terminal gui toggle
Show block in terminal
. Gets or sets its valueInherited from IMyTerminalBlock
bool ShowInToolbarConfig { get; set; }
Represent terminal gui toggle
Show in toolbar config
. Gets or sets its valueInherited from IMyTerminalBlock
Represent terminal gui toggle
Show On HUD
. Gets or sets its valueInherited from IMyTerminalBlock
bool UseConveyorSystem { get; set; }
Gets or sets whether this device should use the conveyor system to retrieve and store items.
Inherited from IMyProductionBlock
BoundingBoxD WorldAABB { get; }
Gets world axis-aligned bounding box
Inherited from IMyEntity
BoundingBoxD WorldAABBHr { get; }
Gets world axis-aligned bounding box
Inherited from IMyEntity
Gets world matrix of this entity
Inherited from IMyEntity
BoundingSphereD WorldVolume { get; }
Gets bounding sphere of this entity
Inherited from IMyEntity
BoundingSphereD WorldVolumeHr { get; }
Gets bounding sphere of this entity
Inherited from IMyEntity
void AddQueueItem(MyDefinitionId blueprint, MyFixedPoint amount)
Adds a blueprint to the production queue
Inherited from IMyProductionBlock
void AddQueueItem(MyDefinitionId blueprint, decimal amount)
Adds a blueprint to the production queue
Inherited from IMyProductionBlock
void AddQueueItem(MyDefinitionId blueprint, double amount)
Adds a blueprint to the production queue
Inherited from IMyProductionBlock
bool CanUseBlueprint(MyDefinitionId blueprint)
Can this production block produce this blueprint?
Inherited from IMyProductionBlock
Clears the Queue
Inherited from IMyProductionBlock
void GetActions(List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)
Get all terminal actions available for block
Inherited from IMyTerminalBlock
ITerminalAction GetActionWithName(string name)
Get first found terminal action with name
Inherited from IMyTerminalBlock
Simply get the MyInventoryBase component stored in this entity.
Inherited from IMyEntity
IMyInventory GetInventory(int index)
Search for inventory component with maching index.
Inherited from IMyEntity
Tag of faction owning block
Inherited from IMyCubeBlock
Gets position in world coordinates
Inherited from IMyEntity
void GetProperties(List<ITerminalProperty> resultList, Func<ITerminalProperty, bool> collect = null)
Get all terminal actions available for block.
Inherited from IMyTerminalBlock
ITerminalProperty GetProperty(string id)
Finds terminal property with provided id
Inherited from IMyTerminalBlock
void GetQueue(List<MyProductionItem> items)
Gets the current production queue
Inherited from IMyProductionBlock
Gets relation to owner of block
Inherited from IMyCubeBlock
Returns if local player can use block. Executes HasPlayerAccess(long, MyRelationsBetweenPlayerAndBlock = MyRelationsBetweenPlayerAndBlock.NoOwnership) with local player identityId. On Dedicated Server as identityId it is using 0 as playerId
Inherited from IMyTerminalBlock
bool HasNobodyPlayerAccessToBlock()
Returns if Nobody has access to block.
Inherited from IMyTerminalBlock
Returns if local player can use block. It is also checking for admin access.
Inherited from IMyTerminalBlock
bool HasPlayerAccessWithNobodyCheck(long playerId, bool isForPB = default)
Returns if player can use block. If playerId is 0 (Nobody), calls HasNobodyPlayerAccessToBlock instead It is also checking for admin access.
Inherited from IMyTerminalBlock
void InsertQueueItem(int idx, MyDefinitionId blueprint, MyFixedPoint amount)
Inserts a blueprint into the production queue
Inherited from IMyProductionBlock
void InsertQueueItem(int idx, MyDefinitionId blueprint, decimal amount)
Inserts a blueprint into the production queue
Inherited from IMyProductionBlock
void InsertQueueItem(int idx, MyDefinitionId blueprint, double amount)
Inserts a blueprint into the production queue
Inherited from IMyProductionBlock
bool IsSameConstructAs(IMyTerminalBlock other)
Determines whether this block is VRage.Game.ModAPI.GridLinkTypeEnum.Mechanical connected to the other. This is any block connected with rotors or pistons or other mechanical devices, but not things like connectors. This will in most cases constitute your complete construct.
Be aware that using merge blocks combines grids into one, so this function will not filter out grids connected that way. Also be aware that detaching the heads of pistons and rotors will cause this connection to change.
Inherited from IMyTerminalBlock
void MoveQueueItemRequest(uint queueItemId, int targetIdx)
Moves an item in the queue to a target position in the queue.
Inherited from IMyProductionBlock
void RemoveQueueItem(int idx, MyFixedPoint amount)
Removes an item from the queue
Inherited from IMyProductionBlock
void RemoveQueueItem(int idx, decimal amount)
Removes an item from the queue
Inherited from IMyProductionBlock
void RemoveQueueItem(int idx, double amount)
Removes an item from the queue
Inherited from IMyProductionBlock
Get all terminal actions available for block. NOTE: First called `
and then
` check
Inherited from IMyTerminalBlock
MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()
Obsolete: GetPlayerRelationToOwner() is useless ingame. Mods should use the one in ModAPI.IMyCubeBlock
Relation of local player to the block Should not be called on Dedicated Server.
Inherited from IMyCubeBlock
void RequestEnable(bool enable)
Obsolete: Use the setter of Enabled
Obsolete
Inherited from IMyFunctionalBlock
void SetCustomName(string text)
Obsolete: Use the setter of Customname
Obsolete
Inherited from IMyTerminalBlock
void SetCustomName(StringBuilder text)
Obsolete: Use the setter of Customname
Obsolete
Inherited from IMyTerminalBlock
Obsolete
Force refresh working state. Call if you change block state that could affect its working status.
Inherited from IMyCubeBlock
Obsolete
Updates block visuals (ie. block emissivity)
Inherited from IMyCubeBlock
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!