Space Engineers

Space Engineers

ShipMainProgramMk2
61 Comments
Elfi Wolfe  [author] 15 Feb, 2022 @ 5:08pm 
Will check on it. There was some changes to the H2 thruster systems that are causing problem all voer.
astroninja221 15 Feb, 2022 @ 11:56am 
Seems like autolevel is broken. Keeps randomly flipping my ships. Even tried some of your blueprints and it's still not working
Feramance 7 Feb, 2022 @ 11:27am 
The enter GasTank method was rewritten, a new class was added, and a number of new variables (mainly lists/dictionaries). In added the ZoneConstruction method was altered slightly to allow the changes to function properly
Elfi Wolfe  [author] 7 Feb, 2022 @ 11:00am 
I can always take a look at it.
Feramance 6 Feb, 2022 @ 5:37pm 
Successfully got the script to work with a theoretical unlimited number of gasses that it can individually handle (check tanks and turn on and off generators for). If you'd like me to share it with you maybe you'd consider adding the changes, let me know and I'll link it to you
Feramance 6 Feb, 2022 @ 12:53pm 
I thought of locking out deuterium but I'm a developer myself and wasn't happy with that. I'm working on a way for the script to automatically adjust to any amount of gases and their levels and generators with custom levels controlled through the custom data of the PB. I think I'm around half way done, if you want I can send you the script after and if you want add the changes
Elfi Wolfe  [author] 5 Feb, 2022 @ 8:12am 
I just tested the program in flight mode and dampener are not stopping it.
keen dampeners if one side has thrust override, the thruster opposite will not try to stop it.
Not sure how it triggered for you.
Elfi Wolfe  [author] 5 Feb, 2022 @ 7:58am 
Harder lock out because you need the name right.

for (int j = 0; j < list.Count; ++j) {
if (list[j].SubtypeId.ToString() == "Deuterium") return false;
if (list[j] == OxygenGasId) return true;
Elfi Wolfe  [author] 5 Feb, 2022 @ 7:55am 
Easy lockout
if (b.CubeGrid == Me.CubeGrid) {
if(b.DisplayNameText.Contains("Deuterium"))return false
if(! b.Components.TryGet<MyResourceSourceComponent>(out source)) return false;
Feramance 5 Feb, 2022 @ 7:43am 
I found that the problem is that the modded blocks generating the deuterium also generate hydrogen, or oxygen or both. I am working on a solution to handle gasses better and will let you know of the progress I make should you want to implement the changes. I will not be making changes specific to any mod.
Feramance 5 Feb, 2022 @ 5:39am 
The change didn't resolve the Deuterium issue, I'll try to look into why that may be the case cause I had a look at your changes and they should be working from the little I understand, I guess I'd need to take a look at more specific details regarding the deuterium itself.
Feramance 5 Feb, 2022 @ 5:10am 
I'll give it a test and let you know how it goes. In the meantime I noticed that since the warfare 2 update, when using any command that controls the ship, like hover or godeepspace etc, dampeners are active and trying to stop this movements whereas prior to the update it was working fine
Elfi Wolfe  [author] 3 Feb, 2022 @ 2:19pm 
Ok. Made an update to attempt to fix that issue.
Feramance 2 Feb, 2022 @ 10:37am 
I wouldn't say avoid all modded gas generators, more like ensure only ones producing oxygen and hydrogen, or if any exist, maybe a way to turn on any that generate oxygen if that's low, or any that generate hydrogen if needed. Like having two lists which can be individually managed for either. Another option would be to detect what gases and what generators make those gases and function as such, though that would be more complex
Elfi Wolfe  [author] 2 Feb, 2022 @ 8:43am 
um. I will have to see if I can set up a way to avoid modded gas generators /adds to notes.
Feramance 2 Feb, 2022 @ 6:44am 
Managed to get it working by adding the below after getting blocks of type gas generators in the ZoneConstruction method:

foreach (IMyGasGenerator gr in gasGenerators.ToArray()) {
if (gr.DisplayNameText.Contains("Deuterium")) gasGenerators.Remove(gr);
}
Feramance 2 Feb, 2022 @ 5:49am 
This didn't resolve the issue. What happened is that once the O2 and H2 tanks were full, the modded blocks still got turned off when I needed them on. I had a look at the code and so long as gas generators are being toggled it won't function properly. Idk much about SE code, is there some other reference used for O2/H2 generators besides gas generators?
Feramance 2 Feb, 2022 @ 5:29am 
Will try, thanks
Elfi Wolfe  [author] 1 Feb, 2022 @ 9:44am 
Most likely that mod extends some blocks... um try this in custom data. or run each line as a command line on the PB.
o2TankLow 0
o2TankHigh 100
h2TankLow 0
h2TankHigh 100

That should disable this section and let the modded blocks work.
Feramance 1 Feb, 2022 @ 4:16am 
Using Life'Tech-Powers mod and the blocks producing deuterium are getting automatically turned off even with low amounts of deuterium within the tanks
Elfi Wolfe  [author] 31 Jan, 2022 @ 9:48am 
What blocks. There is the air tank system that turns off O2/H2 production to keep tanks between o2TankLow and o2TankHigh. you can set that to 0 -100 to effective not use that feature.
Feramance 31 Jan, 2022 @ 8:51am 
Hi I'm having a weird issue where with this script running I have some blocks turning off the second I try to turn them on. Do you know what could be causing this? Thanks
Kamu 5 Sep, 2020 @ 7:20am 
Thank you for your script! It works great and the feature set is very useful.
Elfi Wolfe  [author] 21 Oct, 2018 @ 11:40am 
Going to pull SunChaser out since it has it's own script.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1478436331
Elfi Wolfe  [author] 4 Oct, 2018 @ 11:19am 
!%@$. Ok I made a boobo.. I saved from a test version.
Indietard 24 Aug, 2018 @ 6:28pm 
Yea no worries man, the other features are really neat!
Elfi Wolfe  [author] 24 Aug, 2018 @ 6:26pm 
It is an old junky solution. not the best part of that program.
Indietard 24 Aug, 2018 @ 6:23pm 
Okey, then that's not the problem. I'll try more tomorrow! Even though the solar panels are placed port or starboard or whatever you can still have it face different in the other axis, so I assume that's where my problem lies!
Elfi Wolfe  [author] 24 Aug, 2018 @ 6:18pm 
just needs [SunChaser] somewhere in name and Port somewhere in name.
Elfi Wolfe  [author] 24 Aug, 2018 @ 6:18pm 
the blue terminal on the gyro faces forward.
from the guide:
Solar Panel [SunChaser] Port
Solar Panel [SunChaser] Starboard
Solar Panel [SunChaser] Above
Solar Panel [SunChaser] Below
gyroscope [SunChaser]
Indietard 24 Aug, 2018 @ 6:15pm 
Yea, okey, well I tried that and it didnt really help.How do I tell what direction the gyro is facing? And does the solar panels have to be named exactly Port [Sunchaser] for example?
Elfi Wolfe  [author] 24 Aug, 2018 @ 6:11pm 
There is a sunchaser section in the guide. Short answer is a gyro pointed at the sun and 4 solar panels that are in the dark when pointing at the sun. and they have to be named right.. not the greatest. check out retransmision . it has it set up.
Indietard 24 Aug, 2018 @ 6:09pm 
Trying to use the sunchaser in space:
I cant get my base to align with the sun! It only yaw at a constant rate, and doesn't pitch! Any1 got tips?
Elfi Wolfe  [author] 16 May, 2018 @ 4:22pm 
No this program does not have fly to a point.. Just an altitude helper.
Roasty my Toasty 16 May, 2018 @ 8:23am 
Can you use this to make a drone fly to a GPS point and hover at a certain altitude? I’m not sure if you can do that in the regular game anyway, I’ve only had about 5 mins to try it out but I couldn’t get it to work
CTH2004 15 Apr, 2018 @ 6:57pm 
Thanks!
Elfi Wolfe  [author] 15 Apr, 2018 @ 6:27pm 
Elfi Wolfe  [author] 15 Apr, 2018 @ 6:27pm 
No. If you want true orbit simulation you can use the orbital flight computer.
CTH2004 15 Apr, 2018 @ 6:24pm 
Can it be used to achive "true orbit" (I.E. You're moving forward as well?)
Elfi Wolfe  [author] 6 Mar, 2018 @ 7:50pm 
/bangs head on keyboard. Airpressure on large grid does not update unless a door opens or closes.
Elfi Wolfe  [author] 12 Jan, 2018 @ 1:34pm 
If used for orbital or other use that would cause damage if computer fails. FailSafe can get the ship back to Keen's dampaner with overrides off. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1267014939
Elfi Wolfe  [author] 12 Jan, 2018 @ 12:13pm 
Making a FailSafe script to sit in another PB and watch this one. So that if it fails the failsafe with do what actions are in custom.. ie turn off overrides and turn on keen's dampaner. it should stop stuff from falling if the computer crashes.
reaperlowe 12 Jan, 2018 @ 11:04am 
:steamhappy:
Elfi Wolfe  [author] 11 Jan, 2018 @ 4:11pm 
Hotfix for 1.185.800 done.
reaperlowe 29 Dec, 2017 @ 5:07pm 
Thanks for looking at and fixing.
Elfi Wolfe  [author] 29 Dec, 2017 @ 5:05pm 
turned off timer and uploaded OT109. You can either download the script into ot109 or redownload OT109. 1.185 was the major change to PB. Now they run off internal timer.
reaperlowe 29 Dec, 2017 @ 5:01pm 
Cheers Elfi :steamhappy: