Space Engineers

Space Engineers

Ship Manager
Showing 11-20 of 22 entries
< 1  2  3 >
Update: 17 Mar, 2016 @ 6:35pm

  • Fix again for the IMyInventory* stuff changing in 01.126.
  • Increase default Air Vent Manager thresholds (90% and 97.5%)
  • Refinery Manager now supports grouped refineries.

Update: 7 Mar, 2016 @ 5:08pm

  • Adds Air Vent Manager to shut off pressurized air vents when the oxygen level is within a certain threshold. Prevents them from running non-stop when there's a player in the room.
  • Production Manager now remembers state across reloads.

Update: 26 Feb, 2016 @ 5:30pm

Fix script again for 01.123 hotfix. Thanks, Keen!

Update: 25 Feb, 2016 @ 6:50pm

IMyInventory* stuff got jumbled around. Fix script for 01.123.

Update: 4 Feb, 2016 @ 7:15pm

Fix the refinery manager since it's been broken all this time (probably since 01.102).

Update: 22 Oct, 2015 @ 8:27pm

Remove damage control module which was broken in 01.105.

Update: 2 Oct, 2015 @ 11:24am

Workarounds for broken generics in 01.102.

Update: 26 Sep, 2015 @ 1:14am

Temporarily removed the power manager until Keen provides an alternate way for scripts to interact with power producers.

Adds redundancy manager (documentation pending).

Adds a simple damage control function (documentation pending).

Update: 6 Aug, 2015 @ 12:14pm

Lots of behind-the-scenes library and framework changes. No real functional changes to existing features, save for one:

* Oxygen farms will now always run as long as oxygen is below high threshold (90%). Seemed a bit wasteful to turn off farms along with generators, since farms are basically "free."

Adds a minor and very obscure feature: a timer block kicker. This will periodically (every 5 seconds) "start" every timer block on the grid (including connected grids) that has a particular substring (and that isn't already counting down). The name substring it looks for is "1 second loop" and may be customized by editing STANDARD_LOOP_TIMER_BLOCK_NAME.

This new feature helps keep the loop timers of docked ships going (because, at least for me, they occassionally stop for no reason).

Update: 15 Jul, 2015 @ 11:43pm

Adds command to pause/resume production. Send argument "prodpause" or "prodresume" respectively.
Fixes minor bug in intiailization of OxygenManager.
Limit OxygenManager to functional & working oxygen tanks.
Fixes crash in ComplexAirlock when sending a command to open a door twice in succession.
Add a toggle command to ComplexAirlock: "toggle Airlock<whatever>"
Minor clean up of the oldest modules (door closer & simple airlocks)

More tweaks to power manager: limit reactors/solar panels to the same ship. Making power decisions on docked ships led to some fun times. :P Also avoid charging a battery if it would take the load over the high threshold (e.g. charging a large block battery on a single small reactor).