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Sandbox.ModAPI.Ingame.IMyConveyorSorter

Morten Aune Lyrstad edited this page Jun 28, 2020 · 59 revisions

IndexNamespace Index

IMyConveyorSorter Interface

public interface IMyConveyorSorter: IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity

Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll

Implements:

Type Definitions:

  • MyObjectBuilder_ConveyorSorter/LargeBlockConveyorSorter
  • MyObjectBuilder_ConveyorSorter/MediumBlockConveyorSorter
  • MyObjectBuilder_ConveyorSorter/SmallBlockConveyorSorter

Properties

Member Description
DrainAll { get; set; } Determines whether the sorter should drain any inventories connected to it and push them to the other side - as long as the items passes the filtering as defined by the filter list ( GetFilterList(List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) ) and Mode .
Mode { get; } Determines the current mode of this sorter. Use SetWhitelist or SetBlacklist to change the mode.
Components { get; } Inherited from IMyEntity
EntityId { get; } Inherited from IMyEntity
Name { get; } Inherited from IMyEntity
DisplayName { get; } Inherited from IMyEntity
HasInventory { get; } 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
InventoryCount { get; } Returns the count of the number of inventories this entity has.

Inherited from IMyEntity
WorldAABB { get; } Inherited from IMyEntity
WorldAABBHr { get; } Inherited from IMyEntity
WorldMatrix { get; } Inherited from IMyEntity
WorldVolume { get; } Inherited from IMyEntity
WorldVolumeHr { get; } Inherited from IMyEntity
BlockDefinition { get; } Inherited from IMyCubeBlock
CheckConnectionAllowed { get; } Inherited from IMyCubeBlock
CubeGrid { get; } Grid in which the block is placed

Inherited from IMyCubeBlock
DefinitionDisplayNameText { get; } Definition name

Inherited from IMyCubeBlock
DisassembleRatio { get; } Is set in definition Ratio at which is the block disassembled (grinding)

Inherited from IMyCubeBlock
DisplayNameText { get; } Translated block name

Inherited from IMyCubeBlock
IsBeingHacked { get; } Hacking of the block is in progress

Inherited from IMyCubeBlock
IsFunctional { get; } True if integrity is above breaking threshold

Inherited from IMyCubeBlock
IsWorking { get; } True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)

Inherited from IMyCubeBlock
Max { get; } Maximum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
Mass { get; } Block mass

Inherited from IMyCubeBlock
Min { get; } Minimum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
NumberInGrid { get; } Order in which were the blocks of same type added to grid Used in default display name

Inherited from IMyCubeBlock
Orientation { get; } Returns block orientation in base 6 directions

Inherited from IMyCubeBlock
OwnerId { get; } Id of player owning block (not steam Id)

Inherited from IMyCubeBlock
Position { get; } Position in grid coordinates

Inherited from IMyCubeBlock
CustomName { get; set; } Inherited from IMyTerminalBlock
CustomNameWithFaction { get; } Inherited from IMyTerminalBlock
DetailedInfo { get; } Inherited from IMyTerminalBlock
CustomInfo { get; } Inherited from IMyTerminalBlock
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
ShowOnHUD { get; set; } Inherited from IMyTerminalBlock
ShowInTerminal { get; set; } Inherited from IMyTerminalBlock
ShowInToolbarConfig { get; set; } Inherited from IMyTerminalBlock
ShowInInventory { get; set; } Inherited from IMyTerminalBlock
Enabled { get; set; } Inherited from IMyFunctionalBlock

Methods

Member Description
GetFilterList(List) Gets the items currently being allowed through or rejected, depending on the Mode .
AddItem(MyInventoryItemFilter) Adds a single item to the filter list. See SetFilter(MyConveyorSorterMode, List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) to change the filter mode and/or fill the entire list in one go.
RemoveItem(MyInventoryItemFilter) Removes a single item from the filter list. See SetFilter(MyConveyorSorterMode, List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) to change the filter mode and/or clear the entire list in one go.
IsAllowed(MyDefinitionId) Determines whether a given item type is allowed through the sorter, depending on the filter list ( GetFilterList(List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) ) and Mode .
SetFilter(MyConveyorSorterMode, List) Changes the sorter to desired mode and filters the provided items. You can pass innullto empty the list.
GetInventory() Simply get the MyInventoryBase component stored in this entity.

Inherited from IMyEntity
GetInventory(int) Search for inventory component with maching index.

Inherited from IMyEntity
GetPosition() Inherited from IMyEntity
GetOwnerFactionTag() Tag of faction owning block

Inherited from IMyCubeBlock
GetPlayerRelationToOwner() Obsolete: GetPlayerRelationToOwner() is useless ingame. Mods should use the one in ModAPI.IMyCubeBlock

Inherited from IMyCubeBlock
GetUserRelationToOwner(long) Inherited from IMyCubeBlock
UpdateIsWorking() Obsolete

Inherited from IMyCubeBlock
UpdateVisual() Obsolete

Inherited from IMyCubeBlock
HasLocalPlayerAccess() Inherited from IMyTerminalBlock
HasPlayerAccess(long) Inherited from IMyTerminalBlock
SetCustomName(string) Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock
SetCustomName(StringBuilder) Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock
GetActions(List, Func) Inherited from IMyTerminalBlock
SearchActionsOfName(string, List, Func) Inherited from IMyTerminalBlock
GetActionWithName(string) Inherited from IMyTerminalBlock
GetProperty(string) Inherited from IMyTerminalBlock
GetProperties(List, Func) Inherited from IMyTerminalBlock
IsSameConstructAs(IMyTerminalBlock) Determines whether this block is mechanically 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
RequestEnable(bool) Obsolete: Use the setter of Enabled

Inherited from IMyFunctionalBlock
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