Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks for letting me know about the bug, but I am not sure what the problem is. I have been busy with school, so I have not played with the lights in the DLC content yet. I will look into it as soon as I have some free time.
As for the adding additional inventory, I apologize, the "| string[] cargoIncludeList = {"Container" , "Connector" }; |" is a depreciated command, and I never got around to updating the comment section. All you need to do is in the "Custom Data" go to the section for "-= CARGO_INCLUSION_LIST =-" look for the line starting with "Cargo = " and add the connectors, and cockpits. I should look like this when done, "CARGO = Container, Connector, Cockpit".
Ok, now I do feel like a dolt. Just needed to read "the manual" XD Thank you for your reply.
First go to the programmable block and in the Text_Panel_Identifications section find the CockpitScreenID and set the number inside the [] to the screen you want. The script cannot restore the screen after it has changed it, so setting the number before tagging the cockpit is easiest. Or at the very least look and memorize what is on the screens in the cockpit, so you can put them back if you do not like the screen the script uses and decide to change it later. Then just rename the cockpit by putting the tag [Cargo Info] into the name of the cockpit.
Hope that helps.
Sorry for the late reply, I was doing some maintenance on my computers water cooling, and I had neglected it for too long and it was in bad shape. But I am back up and running now, anyway, I guess I do not have the LCDs documented well.
You need to put the tag [Cargo LCD] into the NAME of the Display Block. After that, the script should load the settings into the custom data. If the script does not load the Custom Data, just clear everything from the custom data and it should load LCD default settings.
Isy has a good walk through of how to enable scripts in SE, so check it out.
https://www.youtube.com/watch?v=NkhZ7BbYgvc
Once you have subbed to my script it will be in the list of scripts you will be able to load into the programmable block.
This is a brilliant mod, thanks so much.
Would it be possible to make a version that does the same for batteries? There are tons of screen based battery status scripts but sometimes a set of lights would be best.
After some quick testing to verify, Yes it does support control seats. Just use the [Cargo Info] tag the same as with any other cockpit.
@andywht
I was only able to replicate the error once, but after reloading the script into the programmable block to make sure I had the latest version, the error was corrected. After a few hours of testing the Flight Seat screen has been updating for me just fine.
@holden4ever
Uploaded to mod.io on Nov, 26 2020
https://spaceengineers.mod.io/cargo-utilization-indicator
https://spaceengineers.mod.io/?filter=t&tag%5B%5D=ingameScript
I will look into it, but I do not have SE on Xbox nor do I even own an Xbox. Therefore, even if I can just upload it to mod.io and have it available for the Xbox platform, I have no way to do any troubleshooting for any Xbox platform related issues that may arise.
So long story short, I will look into it, but I doubt it.
I will look into it, I have made a script to do that before for one of my own builds, so I will see if I can find it. If it turns out to be to incompatible with this version of the Cargo Light script I may just upload a new Gas Utilization Lighting script to steam.
However, it will take as little bit of time as I will have to fit it in between school and work, so it may take me a few days to code something up.
That is a generic error thrown out by the Space Engineers API, and could refer to a lot of things. Without having a look at your ship, it might be a bit hard to diagnose the problem.
"Caught exception during execution of script:Object reference not set to an instance of an object.
at Program.K()
at Program..ctor()"
I have tried with the spotlight named "Cargo Light" and putting it into a group named "Cargo Lights" and "[Cargo Lights]"
Sorry for taking so long to get this done. I had an issue with my Visual Studios and it ended up requiring reinstalling the Operating System to get it working again.
I have made changes to the LCDs so that if both Font and Background color is set to True, then the LCD will just be a colored panel.
Also added the Color modifications. See update notes for details.
For the Font and Background, I already set both to true. At a distance, they blend to be seem-less but closer up the font stands out just slightly to make the screen look pixilated. I tried your advice of switching the content to "Script" but the programmable block instantly flips it back to "Text and Images".
Keep up the good work, sounds like your next script is going to have some good stuff.
At the moment having multiple configurations linking individual lights or LCDs to specific containers would require a lot of re-coding, or a programmable block configured for each set of light and cargo blocks. I would have to think about whether or not it would be a good idea to rewrite this script as I am already working on a new indicator script that would do that, but the new script will likely have to wait to be finished until after the school semester.
I would like for my indicator script, if I ever get it finished, to be able to use lights or LCDs, and for example if a player places a LCD or light on a functional block, then it can automatically pair with the block and give information on the blocks status. There are a whole lot of other features I need to work out, but that is the basics. However, as I said it is a long way off, and the current script will not, and likely will never, be able to do what you asked.
Sorry.
I am not sure, but I think if you set the Font color to True and the Background color to True then they should blend into a single color. However, I have not tested that so I do not know for sure, I will look into it. There may also be a simple way of doing this by setting the LCD Content type to “Script”, and then set the script to “none”, then letting the script change the Background color. However, I will have to look into that and make some changes, as at the moment those settings are not allowed by the script. I also have to think about what is easiest for the player, perhaps I should just have it go into that mode automatically if the player sets both the Font and Background colors to true.
Thanks for using the Script.
Unfortunately, as it is a "Lighting Script" I felt that requiring the use of a light was reasonable. Also before I added LCDs, if you did not have a light the script was basically broken. And at the moment I have no plans to make the lighting block optional. However, you should be able to set the intensity and radius to 0 and the light block will not emit any light.
The custom colors option should be doable. I have already written the code for that with another script and I believe it would be simple enough to transplant it into this script. It would allow the player to set the color either by Color Name, RGB, RGBA, or HSV depending on player preference. I should be able to implement this sometime this weekend.
A couple of things though;
I couldn't get the script to function until I added at least one light to my group of LCDs I wanted to use. On my current build, I don't want to use an interior light at all, just LCDs.
I'd like for those LCDs to be a single solid color rather than text on a color. I changed background setting to True but you can still see the text at a close distance.
Also, any chance for adding the ability to link individual lights to individual containers? If you use a cargo sorting script, it'd be great to know when what type of cargo is getting full.
Again, great script!
Sorry for the late replay, the college semester is now in full swing and I have to prioritize homework. Anyway, I have reworked the cockpit interfaces, so they can be set to either "Script" or "Text and Image". The Script setting should show a graphic display, and the text will display the text based display.
I updated my PB and it seems works wrong.
I tagged my cockpit, and change the CustomData in the PB that displaying information to "2" screen at the Industrial Cockpit. (Top-right screen)
Then, PB changed screen's setting to "Script" and "None".
I can only see the "Bluescreen" and can't change it to "Text" manually.
I was able to recreate the error you described, and I think I have it fixed. I will run more tests after I get home from work.
Sorry, I guess that error message is a bit vague. I had hoped that when a player saw that message they would know to look at the Custom Data of the LCD monitor. But that is unclear from the message, so I apologize. Therefore, in order to get the screen to work just change the setting in the LCD's Custom Data.
If you can send me a blueprint of your grinder ship, that may be the best way to track down your issue. Thanks
Screenshot of the K screen so you can see an example of the wierdness:
https://i.imgur.com/ydLhjmu.jpg
Also got the LCD sort of working, i hadn't included the parenthasese in the name. However it then gives me an error about a missing setting thats not present in the custom data screen. Screenshot again
https://i.imgur.com/uEwC1iR.jpg
Hope this helps you track it down.
As for the LCDs have you added the tag [Cargo LCD] to the name of your LCDs?
Note that the K screen info on the programmable block IS correctly listing the cargo flil % of everything, it's just not transferring this to the light group properly.
Please keep this script up! :)
Hello once again! That would take a bit of time, but I will look into it. I believe that the cockpit surfaces are controlled the same way as a standard LCD, so it may not be that hard.
@CovertJaguar
I have implemented the sub_grid option, and have redone the cargo block initializations. Just a bit of warning with the current settings there is a chance of having duplicate entries. For example, if the List option contains “TOOLS = Drill, Welder, Grinder, Miner Drills” then assuming the group “Miner Drills” is for the same grid as the PB. Then “Drill” and “Miner Drills” will likely have the same list of Drill blocks. I would suggest that in such situations just go with the Group “Miner Drills” and replace the “Drill” entry.
I noticed that red alert isn't blinking and feels happy because you recognized this issue already!
If you have a enough time... I hope that LCD information (displayed at the PB) could also configure or assign to other display likes Cockpit. That information is quite simple and good to check the status! (I currently used Automatic LCD2 for display information by Debug string of PB)