Space Engineers

Space Engineers

Turret Status Reporter
84 Comments
Remaarn  [author] 5 Dec, 2022 @ 3:55am 
@Dr.potato The instructions above should tell you what you need to do. I can't spend much time on this presently.
Dr.Potato 5 Dec, 2022 @ 3:36am 
just found this and i got a simple question, how do i set the program on a base to act as a receiver instead of trying to broadcast info itself?
Remaarn  [author] 4 Mar, 2022 @ 8:51am 
@Klous Yes
Klous 4 Mar, 2022 @ 8:45am 
It also only track one turret per remote grid?
Remaarn  [author] 4 Mar, 2022 @ 8:35am 
@Klous Correct. It was made with a specific purpose in mind and so it only has a limited set of features.
Klous 4 Mar, 2022 @ 8:24am 
It doesn't track any of the base's turrets just the remote ones?
iwangling 8 Jun, 2021 @ 9:05pm 
Ok, I didn't know you can change it. And that's strange because the other 2 turrets do not turn off the broadcast. But thank you for your prompt reply. I'm glad you are still doing something with the script. And Thanks for your help.
Remaarn  [author] 8 Jun, 2021 @ 12:42am 
@iwangling Is it the antenna on the base or the turret that keeps turning broadcasting off? If it is the one on the turret then that is a feature of the turret program that can help to reduce the amount of signals on the HUD. It will turn the broadcasting on briefly when sending a report then turn it off again. However whether it turns broadcasting back off is determined by whether it was enabled or not when either the world was loaded or the script was recompiled.
I have just published a new version with a minor addition. If you update the code in the turret program block you can now use the command 'togglebroadcast' (without the quotes) to change the behaviour of the broadcast toggle. I hope this helps you out.
iwangling 7 Jun, 2021 @ 11:41pm 
Got Problem, Script Keep Turns Off Broadcast in Antenna? Is there any reason for that? Nan 3 Tyrrets. And it only does one of them.
09Klr650 31 May, 2021 @ 10:03am 
Hm. Is there a version of this that will do similar reporting for turrets on the same grid? Without antenna/etc. It would be useful for base status monitoring. Thanks.
Cougar99 18 Apr, 2021 @ 7:32am 
Ahhh ok, that makes sense no bother. Atleast now i know im not doing something wrong lol, Im sure I can use a combination of TIM and ALCD2 to achieve what i need. Thank you!
Remaarn  [author] 18 Apr, 2021 @ 7:28am 
@Cougar99 Ok so you do have the display working at least, was it always showing something? Your first comment made it sound like it was completely blank.
As for turrets on the base grid, the script is not designed to work in that way. It only lists remote turrets on separate grids that also have the script set up on them and it will only handle one turret per grid.
The script is somewhat limited in that way since it was made with a specific purpose in mind and I have not gone back and worked on it more. Sorry if it does not meet your needs, a few people have asked about that but I have no plans for working on this much any time soon.
Cougar99 18 Apr, 2021 @ 7:18am 
@Remaarn I can confirm I have [Turret Status] as a tag on my LCD, IsTurret is set to false, the LCD does show turret status report at the top but does not list my turrets, i do have an antenna set up and broadcasting (do i need this for turrets connected to the base the program block is attached too?) Thanks for the assist on this!
Remaarn  [author] 18 Apr, 2021 @ 7:01am 
@Cougar99 For the LCD one other thing I just thought of is that you may need to manually change the content type to "Text and Images" since the script wasn't updated to do that automatically yet. As for the targeting issue I have no idea. That's the first I've heard of an issue like that.
Cougar99 18 Apr, 2021 @ 6:53am 
Wow fast reply, Im impressed xD and yes I am using [Turret Status] on the LCD's. I have also noticed since installing the script my turrets no longer attack anything unless I reset the targeting radius once they stop firing i need to reset again. This has only been happening since i installed the script. (effects both vanilla and modded turrets)
Remaarn  [author] 18 Apr, 2021 @ 5:35am 
I messed up my last comment. To be clear the script should still work however one of the SE updates changed the appearance of the button icons I am using to show status levels so they aren't as clear anymore.
Remaarn  [author] 18 Apr, 2021 @ 5:27am 
@Cougar99 I haven't worked on this script in a long time, looks like I didn't do a great job of providing instructions. Did you add [Turret Status] to the name of your LCD and ensure that you set IsTurret to false in the script?
Cougar99 18 Apr, 2021 @ 5:05am 
Does this still work in 2021? I cant seem to get my LCD's to display
Remaarn  [author] 15 May, 2020 @ 6:10am 
@JoSo It does not support that sorry. If I start working on this script again in the future that seems like a good thing to add.
JoSo 15 May, 2020 @ 5:38am 
Can i disply the results across 2 grouped LCDs ?
Booperius 11 Mar, 2020 @ 10:41pm 
@Remaarn you could create an option to trigger a timer block instead, which in turn activates both the reporting LCD *and* a warning system
Remaarn  [author] 10 Feb, 2020 @ 2:40am 
@Zaness89 The script does not currently have that function but it is a good idea. However I am not actively developing this at the moment so it won't be added any time soon. Thank you for the suggestion though.
Zaness89 9 Feb, 2020 @ 10:50pm 
@Remaarn
Is there a way to trigger a alarm after receiving the signal to base? For example, a alarm goes off when it detects ammo usage of the turret?
Remaarn  [author] 7 Feb, 2020 @ 4:45am 
@Psyko Joe You should not have to do that but if you are connected to a server there is currently a game bug that means that the setting is not synced correctly. Setting it manually is a workaround. I'm glad you got it sorted though.
Psyko Joe 7 Feb, 2020 @ 12:05am 
Im a dumby i forgot to det the screen to display text and images
Remaarn  [author] 6 Feb, 2020 @ 7:22pm 
@Psyko Joe That is highly unusual. What exactly are you seeing in the Custom Data?
Psyko Joe 6 Feb, 2020 @ 2:25pm 
All of the info is showing up in the custom data of the base LCD rather than being displayed on the LCD. I'm not sure what I did wrong
Remaarn  [author] 19 Jan, 2020 @ 8:00pm 
@Silhouette I have updated the description with some extra information. The script has a small amount of outdated information in its included instructions about setting the assigned program block of an antenna, you can just ignore that part as it is no longer necessary.
Silhouette 19 Jan, 2020 @ 4:25pm 
No setup information.
Remaarn  [author] 19 Dec, 2019 @ 9:14pm 
Just released v1.5.2 - Fix for SE version 1.193.101.
mookie1590 29 Nov, 2019 @ 9:45pm 
I understand, thanks for the reply.
Remaarn  [author] 29 Nov, 2019 @ 9:03pm 
@MOOKIE1590 No, the script doesn't support monitoring turrets all on the same grid. It is somewhat restricted in what it can do. I am not actively working on this so support for that won't be added anytime soon, sorry.
mookie1590 29 Nov, 2019 @ 8:46pm 
Can all this work on the same grid. I'm trying to just use it for my main base, without brodcasting it. But it wont give me any information. It does say the top headline. But wont give any gun info

I have set teh main antenna up, and when that didn't work, I tried to put a reciever and transciever on the same grid.

Do the guns themselves need tagged? I can really find a tutorial.
. 22 Aug, 2019 @ 4:22pm 
Thank you very much.
Remaarn  [author] 22 Aug, 2019 @ 1:27am 
One last thing, the turret status icon will now turn blue while a turret is engaged.
Remaarn  [author] 22 Aug, 2019 @ 1:12am 
Note that you only need to set Use_Base_Ping = false on the turret. You can leave it enabled on the base script if you want.
Remaarn  [author] 22 Aug, 2019 @ 1:10am 
I see, thank you for explaining. Ok I have a added a new Silent Mode option for turrets. If you configure a turret with Silent_Mode = true it will not be reported as missing on the LCD. If you set Use_Base_Ping = false and Turret_Update_Time_In_Seconds = 0 it will only send updates when something changes like the last engagement time so it will appear while it is shooting and then disappear shortly afterwards if there are no problems.
I hope this does what you want.
. 21 Aug, 2019 @ 11:40pm 
if after engagement has ended and it has an issue it ether reports it on the board or keeps the signal untell it resolved
. 21 Aug, 2019 @ 11:30pm 
I was wanting to set a turret up on an outer asteroid as like an early warning system. it get's engaged updates comand and turns on a destress signal that stays on untell engagement ends
Remaarn  [author] 21 Aug, 2019 @ 11:05pm 
Could you please provide more detail about the reason for that change? Assuming you are referring to the turret reports, the idea with periodic pings is that if the turret computer/antenna is destroyed then it will be unable to tell the base station about the damage. So to ensure that the base knows about destroyed turrets the turrets keep sending messages saying that they are still alive and if nothing is heard from them after a certain time them they will be considered dead.
How would you have the system work instead?
Remaarn  [author] 21 Aug, 2019 @ 6:50am 
New version 1.5 uploaded to address issues with the new game update and replace use of obsolete APIs. Note: This version is not backwards compatible and you will need to update the scripts on any turrets you have. Please report any issues!
Xaver 17 Aug, 2019 @ 3:40am 
Its Up: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1837244574
Hope your are okay with the name, never been good at naming things :)
Remaarn  [author] 11 Aug, 2019 @ 8:36pm 
@Xaver I still make sure that this script keeps working but I am not actively developing it at the moment. You may publish your own version so long as you change the name and have a link back to this one saying that it is a modified copy.
Also post a link to your version here. If I like it I may link it in the description.
Xaver 11 Aug, 2019 @ 9:48am 
@Remaan
do you still support this script?
I have modifey it quit a bit,
-adopt to new IGC and LCD,
-report include now ammo in containers as well
-report include now battery charge level in (kWh and %)

If it is okay for you, I would upload it steam
of cource with reference to this script and you
Kham 11 Jul, 2019 @ 6:41pm 
Aha! So this is the script he was using. Kept meaning to ask him about it. Nice one man!
Remaarn  [author] 9 Apr, 2019 @ 10:52pm 
@Silver-Eagl
The script is still working fine. There is a new warning that appears when using 'Check Code' however this is only a warning and does not prevent the script from working. Make sure you have the latest version of the script as there was an update that fixed an issue with the game update before last.
Silver-Eagle 9 Apr, 2019 @ 9:36pm 
The last update seems to have changed things for scripting again. Script no longer working.
Remaarn  [author] 26 Mar, 2019 @ 8:28pm 
Yes, when you click "Check Code" the messages say 'warning' before them. Note that pressing Check Code is not required for the script to work. Only pressing the OK button is required. Check Code simply displays any warnings and errors that the script might have. Errors will prevent the script from working but warnings will not.
Luigil101 26 Mar, 2019 @ 8:12pm 
really? I assumed it was an error that was causing it to not be able to compile, since it gave the message instead of "Compilation Successful"
Remaarn  [author] 26 Mar, 2019 @ 7:45pm 
@[Laughs in Gold] That message is just a warning. The script will still work regardless. I may update it in future to remove the warning but it is not needed for now.