Space Engineers

Space Engineers

Logic Block Card Reader
Showing 1-10 of 10 entries
Update: 7 Jan, 2021 @ 7:04pm

Added a new Small-Design card reader for both Small and Large Grids.

Card Readers can now be painted properly.

Added an additional command, MESSpawnPrefab, allowing you to spawn grids using MES and RivalAI

Update: 7 Jan, 2021 @ 5:44pm

Update: 7 Jan, 2021 @ 5:28pm

Update: 26 Dec, 2020 @ 7:47am

Update: 23 Dec, 2020 @ 10:46pm

Fixed a couple of bugs.

Actions are no longer case sensitive:
Open, OPEN, OpEn,opeN are all equally valid.

Everything else, however, is case sensitive.

Fixed a bug with Timer Blocks.

Update: 23 Dec, 2020 @ 8:21pm

Update: 23 Dec, 2020 @ 7:14pm

Update: 23 Dec, 2020 @ 6:35pm

Update: 22 Dec, 2020 @ 8:19pm

Note: older blocks will have to be converted to the new logic block. The old subtype will remain in the mod for the time being so you can transfer over your scripts.

Big update to add an LCD screen to the block. Now you can display whatever you wish!

The Input for the block is marge larger now, and easier to use.

The block now only accepts 1 item at a time (though it'll still take a 'stack' of items, so be careful)

You can now tell the block to NOT consume an item. To do so, add a + at the end of the subtype ID. If a subtype has been registered as "Do not Consume" in this manner, you don't need to add the + any more (I'll give an example below).

New command: SpawnBlackSpider. Spawns...a black saberoid 10 meters behind the user. Use this...wisely?

Additional protections against crashing, hopefully less of an issue.


Example of new "Preserve Functionality"

To open a door that you want to require a Security Level 1 Keycard but NOT destroy on use:


KeycardT1+,open|Sliding Door;

Once an item has been flagged as "Preserve", it'll never be consumed by the logic block, so:

KeycardT1,open|Sliding Door;
KeycardT1,open|Gate1;
KeycardT1+,open|Gate2;

Will mark KeycardT1 to be preserved. It just has to have the + once.

Update: 15 Dec, 2020 @ 3:44pm