Space Engineers

Space Engineers

Easy Automation V2.0
Showing 41-50 of 65 entries
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Update: 2 Feb, 2017 @ 9:27pm

Update: 17 Dec, 2016 @ 12:29pm

v2.019 stable/dev (Space Engineers gone Beta)

updated script to the "Custom Data" compatible version.

Update: 17 Nov, 2016 @ 12:05am

v2.019

-finished documentation for the newly added functionalities
-rehashed how defining scale works when used in a write statement with a cockpit property. (It now works as intended)

Update: 14 Nov, 2016 @ 11:00pm

V2.018
-fixed a bug with Stop, It should be able to tell the difference between the Stop command and actions that start with the word Stop.
-Added the ability to store positional and velocity type data of cockpits to variables.
-Added the ability to write to the Private text of LCD Screens by appending "P" to the beginning of the usual write statements. Now you can have your script write and modify other Easy Automation scripts. Be careful if you try this, there are no fail safes.

Update: 2 Nov, 2016 @ 9:13am

V2.017
-added compatibility for the multi-word action "Add Top Part"
-added the capacity to add text to a name at any position:
Example

@rename{
Rename Piston +2 "honk"
}

will result in all blocks with piston in their name having honk inserted after the second character.
hence a block named "my Piston" will now be named "myhonk Piston".
if the number after the + operator is greater then the length of the name then it will just be added to the end of the name as usual.
The + operator still works without a number after it as it did before by adding to the end of the name.

Update: 9 Oct, 2016 @ 2:50pm

-v2.016
Fixed Bug Where the Tolkenizer couldn't handle write type statements that only contained spaces. Would return an index out of range fault during a check for the dynamic indicator "*" as the first charicter in that token. This was due to that position being trimmed down to nothing when it was only white space during the check

Update: 26 Sep, 2016 @ 7:26pm

-v2.015
if your LCD script looks for a block value for a block that does not exist or no longer exists, then your script will not halt like it used to. It will continue on. This allows your creations to be damaged and potentially be able to continue limping on. With the implementation of "Number of" that can check the number of blocks with a name, your scripts can now be much more intelligent about how they deal with damage as well as other things like merging and docking blocks.

fixed a bug that did not allow "Number of" to see more then one or none if it was used with the exact block name indicator "#". Now if you have more then one block with the exact same name and you look for how many blocks with that name exist you will get the correct number.

Update: 21 Sep, 2016 @ 10:41pm

v2.014
-Added the ability to check the value of a variable with an if or when statement.
-Added the ability to check the number of existing blocks with the requested name with an if or when statement as well as the ability to store that number in a variable.

Update: 14 Sep, 2016 @ 6:34pm

Added the ability to only affect the item that has the exact requested name by puting a # infront of the name.
so:

@write{
write to #Only Me = "this text will show up on the one LCD named Only Me and nothing else"
}

will write the text to an LCD with the name "Only Me" but not to an LCD with the name "Only Me 2"

Update: 5 Sep, 2016 @ 11:00pm

de commented the next line functionality of the property setter statement. Should now continue as intended after a property is set.