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Sandbox.ModAPI.Ingame.IMyRefinery
Morten Aune Lyrstad edited this page Dec 19, 2019
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← Index ← Namespace Index
public interface IMyRefinery: IMyProductionBlock, IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Type Definitions:
MyObjectBuilder_Refinery/LargeRefinery
MyObjectBuilder_Refinery/Blast Furnace
Member | Description |
---|---|
Components | Inherited from IMyEntity |
EntityId | Inherited from IMyEntity |
Name | Inherited from IMyEntity |
DisplayName | Inherited from IMyEntity |
HasInventory | 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 | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
WorldAABB | Inherited from IMyEntity |
WorldAABBHr | Inherited from IMyEntity |
WorldMatrix | Inherited from IMyEntity |
WorldVolume | Inherited from IMyEntity |
WorldVolumeHr | Inherited from IMyEntity |
BlockDefinition | Inherited from IMyCubeBlock |
CheckConnectionAllowed | Inherited from IMyCubeBlock |
CubeGrid | Grid in which the block is placed Inherited from IMyCubeBlock |
DefinitionDisplayNameText | Definition name Inherited from IMyCubeBlock |
DisassembleRatio | Is set in definition Ratio at which is the block disassembled (grinding) Inherited from IMyCubeBlock |
DisplayNameText | Translated block name Inherited from IMyCubeBlock |
IsBeingHacked | Hacking of the block is in progress Inherited from IMyCubeBlock |
IsFunctional | True if integrity is above breaking threshold Inherited from IMyCubeBlock |
IsWorking | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) Inherited from IMyCubeBlock |
Max | Maximum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
Mass | Block mass Inherited from IMyCubeBlock |
Min | Minimum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
NumberInGrid | Order in which were the blocks of same type added to grid Used in default display name Inherited from IMyCubeBlock |
Orientation | Returns block orientation in base 6 directions Inherited from IMyCubeBlock |
OwnerId | Id of player owning block (not steam Id) Inherited from IMyCubeBlock |
Position | Position in grid coordinates Inherited from IMyCubeBlock |
CustomName | Inherited from IMyTerminalBlock |
CustomNameWithFaction | Inherited from IMyTerminalBlock |
DetailedInfo | Inherited from IMyTerminalBlock |
CustomInfo | Inherited from IMyTerminalBlock |
CustomData | 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 | Inherited from IMyTerminalBlock |
ShowInTerminal | Inherited from IMyTerminalBlock |
ShowInToolbarConfig | Inherited from IMyTerminalBlock |
ShowInInventory | Inherited from IMyTerminalBlock |
Enabled | Inherited from IMyFunctionalBlock |
InputInventory | Gets the input inventory. Inherited from IMyProductionBlock |
OutputInventory | Gets the output inventory. Inherited from IMyProductionBlock |
IsProducing | The device is currently producing. Inherited from IMyProductionBlock |
IsQueueEmpty | The production queue is empty. Inherited from IMyProductionBlock |
NextItemId | Gets the queue item ID of the next item to be produced. Inherited from IMyProductionBlock |
UseConveyorSystem | Gets or sets whether this device should use the conveyor system to retrieve and store items. Inherited from IMyProductionBlock |
Member | Description |
---|---|
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 |
MoveQueueItemRequest(uint, int) | Moves an item in the queue to a target position in the queue. Inherited from IMyProductionBlock |
CanUseBlueprint(MyDefinitionId) | Can this production block produce this blueprint? Inherited from IMyProductionBlock |
AddQueueItem(MyDefinitionId, MyFixedPoint) | Adds a blueprint to the production queue Inherited from IMyProductionBlock |
AddQueueItem(MyDefinitionId, decimal) | Adds a blueprint to the production queue Inherited from IMyProductionBlock |
AddQueueItem(MyDefinitionId, double) | Adds a blueprint to the production queue Inherited from IMyProductionBlock |
InsertQueueItem(int, MyDefinitionId, MyFixedPoint) | Inserts a blueprint into the production queue Inherited from IMyProductionBlock |
InsertQueueItem(int, MyDefinitionId, decimal) | Inserts a blueprint into the production queue Inherited from IMyProductionBlock |
InsertQueueItem(int, MyDefinitionId, double) | Inserts a blueprint into the production queue Inherited from IMyProductionBlock |
RemoveQueueItem(int, MyFixedPoint) | Removes an item from the queue Inherited from IMyProductionBlock |
RemoveQueueItem(int, decimal) | Removes an item from the queue Inherited from IMyProductionBlock |
RemoveQueueItem(int, double) | Removes an item from the queue Inherited from IMyProductionBlock |
ClearQueue() | Clears the Queue Inherited from IMyProductionBlock |
GetQueue(List) | Gets the current production queue Inherited from IMyProductionBlock |
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!