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Advanced State Control System:

Version 1.3.2.0

Note: Placeables created with the old version of State Controller will not work with this new system. The old State Controller was designed for productions, this one is designed more for any configured placeable. The recommendation is to use this one or the old one, but not both.

Also, this should now work with Revamp

** Uses Additional Units for unit conversions

This is a plug-in for the Advanced Addon collection. It allows the creation and in-game manipulation of placeable control states. With these states, you can determine which storages are currently available, as well as play sounds, object changes, or effects based on what states (input/output) are currently selected.

Like Placeable Colors, this is designed for use with placeables that are configured to use it. You can also check out the modified vanilla placeable, Advanced Neuero NL1622-16000, for more information.

To activate, approach the configured placeable and activate the control panel. From there you can select your input or output state, and transfer storages from one state to another.

Enjoy!

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Click download now to get access to the following files:

FS22_TH_AAStateControlSystem.zip 95 kB

Comments

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Hello!  I hope the holidays have treated you well!  Did I ask my previous question under the correct module or do those functions now fall under the Advanced Addon?  Thank you! 

Yes, this is the correct section and Happy Holidays to you as well, thank you! I just didn't see this one until just now.

Anyway, the answer to your question is yes, the Advanced State controller supports all vanilla object change, effect, and sound options. The control panel itself does as well.

If you look at https://thundrfs.itch.io/fs22-advanced-neuero-nl1622-16000, you will see some examples.

Any place you see <sounds> or <effects> you could also use <objectChange>. For example <soundGroups> becomes <objectChangeGroups>, etc. The main keys are:

  • <sounds> <soundGroups>
  • <effects> <effectGroups>
  • <objectChanges> <objectChangeGroups>

Hope that helps

I sure appreciate the reply!  I will have to mess around with it some more for sure.  I have everything that the Neuero will do working with my dryer, so dust effects, transferring between storages, and the dryer working.  I just need to mimic the effects functionality to work for objectChange.  When I tried what I thought was correct I got errors.  Definitely something I’m missing but I’ll tinker some more.  Thanks again and thank you for all you do for the game!  

Are animations supported ie. <animatedObjects> <animatedObjectGroups>?

No, I might put them in at a later date though. The base framework for them is in there, but those take a little longer and FS25 was right around the corner so I never had time to go back and finish them.

No worries.  I got all the other functions working.  I can’t thank you enough for taking the time to reply.  I sure appreciate all that you do.  Take care. 

Is it possible to command objectchanges with this script like the original State Controller, and if so, how?  I’m saying for example, if I want an object visibility to switch to true or false when a specific grain storage is selected, where in the .xml does that code go now and how is it worded?


Additionally, is it in the .lua to allow an animation like a fan on a corn dryer to enable/disable when the grain dryer is selected on?  Thank you!  I’m having a lot of fun with these modules!!