Space Engineers

Space Engineers

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Chat History
   
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
251.323 KB
23 Jan, 2015 @ 5:12am
14 Jan, 2016 @ 11:03am
16 Change Notes ( view )

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Chat History

In 1 collection by Digi
Digi's Space Engineers mods
50 items
Description
NOTE: The game added chat history to global coms (after this mod was made ofc), this mod however can still be useful to see the chat history from before you joined.


This mod tracks all the public chat messages and stores the last 50 entries and it also shows messages from the last server session since they are stored.

Use /ch in chat to view the past messages.

The messages are saved in %AppData%/SpaceEngineers/Storage/ChatHistory_379856794/chat <world directory name>.txt every time the game is saved and on exit.

The messages are also loaded from that file.

When a client joins they'll be able to see all the past messages before they joined as well.

I've only tested it on a listen server, if you have any issues on dedicated servers (or otherwise) please post in the errors in discussions tab.


Related mods
No Global Chat - Realistic comms only (but indirectly incompatible for obvious reasons :P)


mod io?
Please read[gist.github.com]
Popular Discussions View All (2)
11
22 Jun, 2015 @ 1:47pm
PINNED: Having issues ? Post here!
Digi
2
14 Mar, 2019 @ 7:38am
Journal for missions
Mr Colonel
79 Comments
Godrich 4 Jun, 2018 @ 10:18pm 
@Digi
i suppose it isnt needed, but i would like to be able to store more. I havent seen anyone else voice this view though so it may just be me :/
Digi  [author] 4 Jun, 2018 @ 5:34pm 
Programmable block (PB) does not have access to chat. It must be a mod that runs a PB when a chat message is sent.

The old block would've been useless for your needs since it was a spawned block somewhere in the world just to store the data; it wasn't available for players to build.
Kyneroth 4 Jun, 2018 @ 5:19pm 
@Digi, I am a complete C# noob unfortunately. I am rediscovering my love of SE after being promoted to server admin and I'm trying to learn scripts and mods best I can.

Just a simple question to test viability then, is the chat history API accessible from the player side / player script without mods? This might decide whether I take this route or not...
Digi  [author] 4 Jun, 2018 @ 3:59pm 
@Godrich
Nope, is it really needed? I'm not sure why I didn't make it larger, probably because the packets had a size limit of 4096 (which they no longer have).

@Kyneroth
This mod no, it's out of its purpose scope :P
But it is quite possible to do.
You should request it on the keen forum or in the keen discord.
Or do it yourself if you're familiar with C# and the discord chat can help with the API.
Kyneroth 4 Jun, 2018 @ 2:43pm 
Hi, I was looking your mod as we have it on our server and I noticed in your old discussions, you used to have a block to store the chat information? I'm looking at writing some code for Drone A.I on my server. One thing that would really prove useful is a script that could:

1. Read the chat log and look for the admin's name (for correct permissions etc)
2. Read the chat command for a specific character (trigger for command eg "/")
3. Execute that command, using the word as the argument for that programming block

This would almost be like grid to grid communication with antenna but instead, suit to grid. Would your mod facilitate that to happen?
Kyn
Godrich 20 May, 2018 @ 6:32pm 
Is there a way to increase the number of messages stored?
Ninjor 23 Jan, 2017 @ 1:01pm 
Think this could be also implemented for Medieval Engineers? Am digging through the code now...
shiznt 9 Oct, 2016 @ 1:26pm 
the game has native support of this now
Digi  [author] 21 Feb, 2016 @ 11:08pm 
You'll have to be more specific, it works fine for me.
Kham 23 Jan, 2016 @ 7:43am 
Yeah, I hadn't read the log well enough at the time (it was 12:47AM). Sadly my entire log is long reset by now as I've been hunting down other bugs. I was connecting to DS when that happened though. I'd been on the DS just fine twenty minutes before the Thursday patch and hadn't changed anything or loaded it into SEToolbox etc.

In the end I had to remove this mod and also strangely your Improved Thrusters (the atmospheric ones) before the server would let anybody log in. Did have some strange bugs that first day though where we couldn't jetpack on a planets surface until we toggled all projectors on and off at our base... Go figure, Space Engineers being weird after a patch... So it's possible it was a random side effect.

I'll try loading it up again and get back to you if I can get a cleaner error log.