https://discord.com/channels/967118679370264627/1539347023311011870/1539347023311011870
Titop54 [CATS],
OP
— 2026-08-18 2:55 PM
As the name says, it stops the every X do after this keyword is executed
Examples of uses: You have setup that expects 20 items in return, but your setup produces less than 20. Then, you send a block to a chest to activate an alarm with redstone.
On the next loop, you can check if there a block inside the chest for it not to run again, similar to if(a == nullptr) continue; or any other example
Another use it's to stop the loop to run after certain time, for example, processors with Mega and AE2, one uses redstone dusts and the other fluix dusts. You can set that if a chest has redstone do the redstone first and stop until next loop.
Once done with redstone, it would do just do normal mega accumulation recipes
Currently, SFM has no "disabled" state aside from removing the disk from the manager or commenting out the code. Currently, there is no meta-programming/self-modifying code, so the best way to do this would be to have SFM remove the disk from the manager. You can have a manager label itself, but I do not recall there being gametests that verify that a manager is indeed able to pull out its own disk.
The manager won't/shouldn't notice the disk has been removed until the next tick; if you have two every 20 ticks do triggers in your program and the first one removes the disk, the second one will also execute is my understanding. If you want to disable a second trigger from an earlier trigger, that should be reshapeable into code that uses an if-statement to do something similar.
SFM does not yet have a "continue" function to end the execution of the current trigger, which as I read the OP again that seems more in line with what is being asked for.
Short-circuit-style statements like
if (something) then break end
-- do logic here
are currently not possible, you must currently instead just guard the logic with the if statement like
if not something then
-- do logic here
end
https://discord.com/channels/967118679370264627/1539347023311011870/1539347023311011870
Currently, SFM has no "disabled" state aside from removing the disk from the manager or commenting out the code. Currently, there is no meta-programming/self-modifying code, so the best way to do this would be to have SFM remove the disk from the manager. You can have a manager label itself, but I do not recall there being gametests that verify that a manager is indeed able to pull out its own disk.
The manager won't/shouldn't notice the disk has been removed until the next tick; if you have two
every 20 ticks dotriggers in your program and the first one removes the disk, the second one will also execute is my understanding. If you want to disable a second trigger from an earlier trigger, that should be reshapeable into code that uses an if-statement to do something similar.SFM does not yet have a "continue" function to end the execution of the current trigger, which as I read the OP again that seems more in line with what is being asked for.
Short-circuit-style statements like
are currently not possible, you must currently instead just guard the logic with the if statement like