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Sandbox.ModAPI.Ingame.IMyRefinery

Morten Aune Lyrstad edited this page Apr 16, 2022 · 30 revisions

IndexNamespace Index

IMyRefinery Interface

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/LargeRefinery
  • MyObjectBuilder_Refinery/LargeRefineryIndustrial

Properties

Member Description
[SerializableDefinitionId BlockDefinition { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.BlockDefinition) Gets definition.Id assigned to this block

Inherited from IMyCubeBlock
[bool Closed { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Closed) True if the block has been removed from the world.

Inherited from IMyEntity
[MyEntityComponentContainer Components { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Components) Gets blocks component logic container

Inherited from IMyEntity
[IMyCubeGrid CubeGrid { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.CubeGrid) Grid in which the block is placed

Inherited from IMyCubeBlock
[string CustomData { get; set; }](Sandbox.ModAPI.Ingame.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
[string CustomInfo { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomInfo) Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo .

Inherited from IMyTerminalBlock
[string CustomName { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomName) Gets or sets how block is named in Terminal menu

Inherited from IMyTerminalBlock
[string CustomNameWithFaction { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomNameWithFaction) Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon

Inherited from IMyTerminalBlock
[string DefinitionDisplayNameText { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DefinitionDisplayNameText) Definition name

Inherited from IMyCubeBlock
[string DetailedInfo { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.DetailedInfo) Gets information about block status. In Control panel bottom right text

Inherited from IMyTerminalBlock
[float DisassembleRatio { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisassembleRatio) Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding

Inherited from IMyCubeBlock
[string DisplayName { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.DisplayName) Gets user friendly name of entity. May be null For block terminal name use DisplayNameText

Inherited from IMyEntity
[string DisplayNameText { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisplayNameText) Translated block name

Inherited from IMyCubeBlock
[bool Enabled { get; set; }](Sandbox.ModAPI.Ingame.IMyFunctionalBlock.Enabled) Represents terminal gui toggle. Gets or sets if block is Enabled

Inherited from IMyFunctionalBlock
[long EntityId { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.EntityId) Id of entity

Inherited from IMyEntity
[bool HasInventory { get; }](VRage.Game.ModAPI.Ingame.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
[IMyInventory InputInventory { get; }](Sandbox.ModAPI.Ingame.IMyProductionBlock.InputInventory) Gets the input inventory.

Inherited from IMyProductionBlock
[int InventoryCount { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.InventoryCount) Returns the count of the number of inventories this entity has.

Inherited from IMyEntity
[bool IsBeingHacked { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsBeingHacked) Hacking of the block is in progress

Inherited from IMyCubeBlock
[bool IsFunctional { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsFunctional) Gets if integrity is above breaking threshold

Inherited from IMyCubeBlock
[bool IsProducing { get; }](Sandbox.ModAPI.Ingame.IMyProductionBlock.IsProducing) Gets whether block is currently producing.

Inherited from IMyProductionBlock
[bool IsQueueEmpty { get; }](Sandbox.ModAPI.Ingame.IMyProductionBlock.IsQueueEmpty) Gets whether production queue is empty.

Inherited from IMyProductionBlock
[bool IsWorking { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsWorking) True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)

Inherited from IMyCubeBlock
[float Mass { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Mass) Block mass

Inherited from IMyCubeBlock
[Vector3I Max { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Max) Maximum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
[Vector3I Min { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Min) Minimum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
[string Name { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Name) 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
[uint NextItemId { get; }](Sandbox.ModAPI.Ingame.IMyProductionBlock.NextItemId) Gets the queue item ID of the next item to be produced.

Inherited from IMyProductionBlock
[int NumberInGrid { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.NumberInGrid) Order in which were the blocks of same type added to grid Used in default display name

Inherited from IMyCubeBlock
[MyBlockOrientation Orientation { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Orientation) Returns block orientation in base 6 directions

Inherited from IMyCubeBlock
[IMyInventory OutputInventory { get; }](Sandbox.ModAPI.Ingame.IMyProductionBlock.OutputInventory) Gets the output inventory.

Inherited from IMyProductionBlock
[long OwnerId { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.OwnerId) IdentityId of player owning block (not steam Id)

Inherited from IMyCubeBlock
[Vector3I Position { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Position) Position in grid coordinates

Inherited from IMyCubeBlock
[bool ShowInInventory { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInInventory) Represent terminal gui toggle Show block in Inventory Screen. Gets or sets its value

Inherited from IMyTerminalBlock
[bool ShowInTerminal { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInTerminal) Represent terminal gui toggle Show block in terminal. Gets or sets its value

Inherited from IMyTerminalBlock
[bool ShowInToolbarConfig { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInToolbarConfig) Represent terminal gui toggle Show in toolbar config. Gets or sets its value

Inherited from IMyTerminalBlock
[bool ShowOnHUD { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowOnHUD) Represent terminal gui toggle Show On HUD. Gets or sets its value

Inherited from IMyTerminalBlock
[bool UseConveyorSystem { get; set; }](Sandbox.ModAPI.Ingame.IMyProductionBlock.UseConveyorSystem) Gets or sets whether this device should use the conveyor system to retrieve and store items.

Inherited from IMyProductionBlock
[BoundingBoxD WorldAABB { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABB) Gets world axis-aligned bounding box

Inherited from IMyEntity
[BoundingBoxD WorldAABBHr { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABBHr) Gets world axis-aligned bounding box

Inherited from IMyEntity
[MatrixD WorldMatrix { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldMatrix) Gets world matrix of this entity

Inherited from IMyEntity
[BoundingSphereD WorldVolume { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolume) Gets bounding sphere of this entity

Inherited from IMyEntity
[BoundingSphereD WorldVolumeHr { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolumeHr) Gets bounding sphere of this entity

Inherited from IMyEntity

Methods

Member Description
[void AddQueueItem(MyDefinitionId, MyFixedPoint)](Sandbox.ModAPI.Ingame.IMyProductionBlock.AddQueueItem) Adds a blueprint to the production queue

Inherited from IMyProductionBlock
[void AddQueueItem(MyDefinitionId, decimal)](Sandbox.ModAPI.Ingame.IMyProductionBlock.AddQueueItem) Adds a blueprint to the production queue

Inherited from IMyProductionBlock
[void AddQueueItem(MyDefinitionId, double)](Sandbox.ModAPI.Ingame.IMyProductionBlock.AddQueueItem) Adds a blueprint to the production queue

Inherited from IMyProductionBlock
[bool CanUseBlueprint(MyDefinitionId)](Sandbox.ModAPI.Ingame.IMyProductionBlock.CanUseBlueprint) Can this production block produce this blueprint?

Inherited from IMyProductionBlock
[void ClearQueue()](Sandbox.ModAPI.Ingame.IMyProductionBlock.ClearQueue) Clears the Queue

Inherited from IMyProductionBlock
[void GetActions(List<ITerminalAction>, [Func<ITerminalAction, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetActions) Get all terminal actions available for block

Inherited from IMyTerminalBlock
[ITerminalAction GetActionWithName(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetActionWithName) Get first found terminal action with name

Inherited from IMyTerminalBlock
[IMyInventory GetInventory()](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory) Simply get the MyInventoryBase component stored in this entity.

Inherited from IMyEntity
[IMyInventory GetInventory(int)](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory) Search for inventory component with maching index.

Inherited from IMyEntity
[string GetOwnerFactionTag()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetOwnerFactionTag) Tag of faction owning block

Inherited from IMyCubeBlock
[MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.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
[Vector3D GetPosition()](VRage.Game.ModAPI.Ingame.IMyEntity.GetPosition) Gets position in world coordinates

Inherited from IMyEntity
[void GetProperties(List<ITerminalProperty>, [Func<ITerminalProperty, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetProperties) Get all terminal actions available for block.

Inherited from IMyTerminalBlock
[ITerminalProperty GetProperty(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetProperty) Finds terminal property with provided id

Inherited from IMyTerminalBlock
[void GetQueue(List<MyProductionItem>)](Sandbox.ModAPI.Ingame.IMyProductionBlock.GetQueue) Gets the current production queue

Inherited from IMyProductionBlock
[MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, [MyRelationsBetweenPlayerAndBlock])](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetUserRelationToOwner) Gets relation to owner of block

Inherited from IMyCubeBlock
[bool HasLocalPlayerAccess()](Sandbox.ModAPI.Ingame.IMyTerminalBlock.HasLocalPlayerAccess) Returns if local player can use block. Executes HasPlayerAccess(long, [MyRelationsBetweenPlayerAndBlock]) with local player identityId. On Dedicated Server as identityId it is using 0 as playerId

Inherited from IMyTerminalBlock
[bool HasPlayerAccess(long, [MyRelationsBetweenPlayerAndBlock])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.HasPlayerAccess) Returns if local player can use block. It is also checking for admin access.

Inherited from IMyTerminalBlock
[void InsertQueueItem(int, MyDefinitionId, MyFixedPoint)](Sandbox.ModAPI.Ingame.IMyProductionBlock.InsertQueueItem) Inserts a blueprint into the production queue

Inherited from IMyProductionBlock
[void InsertQueueItem(int, MyDefinitionId, decimal)](Sandbox.ModAPI.Ingame.IMyProductionBlock.InsertQueueItem) Inserts a blueprint into the production queue

Inherited from IMyProductionBlock
[void InsertQueueItem(int, MyDefinitionId, double)](Sandbox.ModAPI.Ingame.IMyProductionBlock.InsertQueueItem) Inserts a blueprint into the production queue

Inherited from IMyProductionBlock
[bool IsSameConstructAs(IMyTerminalBlock)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.IsSameConstructAs) 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, int)](Sandbox.ModAPI.Ingame.IMyProductionBlock.MoveQueueItemRequest) Moves an item in the queue to a target position in the queue.

Inherited from IMyProductionBlock
[void RemoveQueueItem(int, MyFixedPoint)](Sandbox.ModAPI.Ingame.IMyProductionBlock.RemoveQueueItem) Removes an item from the queue

Inherited from IMyProductionBlock
[void RemoveQueueItem(int, decimal)](Sandbox.ModAPI.Ingame.IMyProductionBlock.RemoveQueueItem) Removes an item from the queue

Inherited from IMyProductionBlock
[void RemoveQueueItem(int, double)](Sandbox.ModAPI.Ingame.IMyProductionBlock.RemoveQueueItem) Removes an item from the queue

Inherited from IMyProductionBlock
[void RequestEnable(bool)](Sandbox.ModAPI.Ingame.IMyFunctionalBlock.RequestEnable) Obsolete: Use the setter of Enabled

Inherited from IMyFunctionalBlock
[void SearchActionsOfName(string, List<ITerminalAction>, [Func<ITerminalAction, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SearchActionsOfName) Get all terminal actions available for block. NOTE: First called <br /><br /> and then <br /><br /> check

Inherited from IMyTerminalBlock
[void SetCustomName(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SetCustomName) Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock
[void SetCustomName(StringBuilder)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SetCustomName) Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock
[void UpdateIsWorking()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.UpdateIsWorking) Obsolete

Force refresh working state. Call if you change block state that could affect its working status.

Inherited from IMyCubeBlock
[void UpdateVisual()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.UpdateVisual) Obsolete

Updates block visuals (ie. block emissivity)

Inherited from IMyCubeBlock
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