Space Engineers

Space Engineers

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H2 Engine Manager
   
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1 Sep, 2021 @ 5:16pm
5 Feb, 2024 @ 8:59pm
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H2 Engine Manager

Description


Featured in Reclamation Project Alpha YT series.

Automatically Manage H2 Engines
This will turn H2 engines on when stored power is low, and shut them down when batteries are fully charged. There are a few options you can configure, but out of the box, you can just load and run it.
  1. Load into a Programmable Block
  2. Check Custom Data for configuration options
  3. Recompile

Configuration
These settings are available in the Custom Data of the Programmable block. You must recompile the Programmable Block after changing any of these. The values are percentages, where 0.1 means 10% and 0.95 means 95%.

Display Tag
Default value: H2EngineManager
Place this tag in the name of any LCD where you want the status displayed. Tag format is [H2EngineManager]

Charge Point
Default: 0.25
This is the amount of stored power that batteries must fall below in order to turn on the engines. Once the engines are on, they will run until the batteries are fully charged and then automatically shutdown.

Minimum Required Fuel
Default: 0.15
This is the minimum amount of hydrogen that must be present in the hydrogen tanks on the grid, for the engines to run. This does not include the hydrogen contained in the internal tanks of the hydrogen engines (think of that as your emergency supply). The default value means the engines will not turn on unless the grid contains more than 15% hydrogen capacity (cumulative).

Load Balance
Default: true
When this is enabled, the engines will automatically turn on whenever the cumulative power draw on the batteries exceeds 65% of their maximum output. When the load drops below this threshold, the engines will turn off.

[Exclude] tag
Add this to any hydrogen engine, hydrogen tank, or battery that you do not want the program to monitor.

Multigrid Tanks
Default value: False
The manager can manage hydrogen tanks across multiple connected grids. The default behavior is to only manage the grid with the programmable block running the program. This option is useful for managing a modular base that is connected via connectors.

Multigrid Engines
Default value: False
The manager can manage hydrogen engines across multiple connected grids. The default behavior is to only manage the grid with the programmable block running the program. This option is useful for managing a modular base that is connected via connectors.

Multigrid Batteries
Default value: False
The manager can manage batteries across multiple connected grids. The default behavior is to only manage the grid with the programmable block running the program. This option is useful for managing a modular base that is connected via connectors.

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Bugs, Suggestions, Questions, and Comments -> Discord[discord.gg]
I don't troubleshoot, give technical advice, or have discussions in the comment section. That's what the Discord is for. Comments get lost to time, but discord histories can be searched and referenced.
21 Comments
miku567 4 Nov, 2024 @ 5:44am 
Update: removed that modded tank and replaced it with vanilla one, the script still says the grid's hydrogen levels are 0% even though it's not true
miku567 4 Nov, 2024 @ 5:33am 
Does this script recorgnize modded hydrogen tanks? I have one on my grid and its above the default 15% yet the script keeps shuting down the engine
Sypher 17 Jul, 2024 @ 10:40am 
Patrick, I really Like the way your script automatically is on the PB display. I would like to have other scripts I am running do the same thing. Could you help me to understand how to set this up?
Cardboard Overlord 26 Mar, 2024 @ 4:05pm 
I Think the point they were trying to make is that if you turn the grid off and back on again (with 'Y'), the game turns the engines on and your script just ignores them and lets them run forever. You have to recompile to get it working again. There is another script that handles this well (EXOBIOTA's H2 Engine Manager) so there's a way of avoiding it, but that other script doesn't have the Load Balancing feature of your script, which is a really nice feature to have.
Patrick  [author] 29 Dec, 2023 @ 5:02pm 
Yep, you're right, I forgot about the 'Y' key (because I don't use that either). For what it's worth, I don't think it's possible to change what the 'Y' key does, including preventing it from turning off hydrogen engines.
Nemirel 29 Dec, 2023 @ 4:32pm 
I think they mean the Y key, the one that shuts down the entire grid and turns it back on. P isn't the issue here for once.
Patrick  [author] 4 Aug, 2023 @ 9:05am 
Yes
dRuPpI 4 Aug, 2023 @ 1:06am 
will the script turn off engines, if the minimum full is not present even if you turn them on by your self?
Patrick  [author] 27 Jul, 2023 @ 1:40pm 
Are you talking about the "P" key? No, there's no way to change that. You shouldn't use P anyway, because of problems like this -- it does too many things and usually there's at least one thing you don't want it to do. Not to mention unexpected disconnects of everything from your grid's connectors, etc.

I don't use P and the engines never turn on when I don't want them to.
dRuPpI 27 Jul, 2023 @ 3:12am 
is there a way to make H2 generators not react to the turn on / turn off key at all? I don't want that they go on when i start my ship cause i only use them ass emergency power