Space Engineers

Space Engineers

Projector2Assembler
67 Comments
stsrwarsfan54 16 Jun @ 10:05pm 
how does one set it up, im getting confused, run the ProjectorName argument, but it says it can't find it, even tho i have the projector and it's named projector, ive even tried renaming it to projectorname
mageg4 6 May @ 6:36am 
It works for some things. It seems like the hydrogen system is causing my issues. My planet side atoms thrusters vehicles are fine. My space side hydrogen build throws an unknown block exception and the .exe script doesn’t work.
Datarak 2 May @ 10:31am 
It is not working as of 2.05.2025.
bevhilk | FP 12 Mar @ 7:23am 
Works, as of 12.03.2025. cheers man, great script!
minemanyt70 8 Jan @ 4:29pm 
I can not get it to work I have a projector, and a assembler, but the program freeks out whenever I put in the start up code
Iteration: Al Terra 21 Nov, 2024 @ 1:40pm 
Thank you!!! This is the only mod like this that actually works. Life saver :steamhappy:
YggdrasSoftGaming 19 Nov, 2024 @ 7:32am 
So..... the program for adding new blocks is saying that my save has mods that add new components.... the only thing that adds new components in said save is the Contact update... which adds prototech components. Is there any chance you could update both the script and the program for the Contact update?
Glew 11 Aug, 2024 @ 3:55am 
Working for 1.204.0 as of 08/11/2024
https://pastebin.com/0YhCK9ff
LRSDX 22 Jan, 2024 @ 10:32am 
don't work
Juggernaut93  [author] 20 Nov, 2023 @ 12:14pm 
I have updated the script quickly, without extensive testing. Please tell me if it works correctly.
RougeSable 20 Nov, 2023 @ 7:45am 
This would be very useful combined with a Nanite Control Facility to prepare the parts
RougeSable 20 Nov, 2023 @ 7:40am 
There is no other up to date script achieving this, would you agree to update it when you'll have some time for that purpose please? :steamhappy:
Juggernaut93  [author] 19 Nov, 2023 @ 4:24am 
Sorry, I haven't had time to update it. In the meanwhile you can follow the same instructions to make it work with mods in order to make it work with the most recent game updates. It should work 99% of the time.
blad3dge 17 Nov, 2023 @ 2:57pm 
Is this script no longer working?
Juggernaut93  [author] 8 May, 2023 @ 10:19am 
Yes, the scripts should not interfere in any way.
PlatinumCash12 7 May, 2023 @ 6:15am 
I'm not sure it matters but I set the Projector2lcd script up first
PlatinumCash12 7 May, 2023 @ 6:14am 
Can you use the same Projector for your other script with this one? When I type the projector name into the argument it says it can't find it
aljaz77 17 Jan, 2023 @ 5:00am 
this is exactly what i wanted. thank you. now i can mass produce my ships in survival with just a click
Juggernaut93  [author] 11 Dec, 2022 @ 3:42am 
projectorname;assemblername;true;10;true;false
OR
projectorname;assemblername;;;true;false if, for example, you only want to set the last 2 parameters
Bisquit 11 Dec, 2022 @ 2:23am 
Can you add an example of the syntax for the argument? I get we arent supposed to include the "[]" but other than that, how does one write the full argument?
Juggernaut93  [author] 18 Sep, 2022 @ 10:59am 
Not with this script. If you want to check which resources the projectors need you can use my other script, Projector2LCD
steinmy.js 18 Sep, 2022 @ 10:30am 
is there a way to show info on a display
Juggernaut93  [author] 15 Sep, 2022 @ 10:11am 
@DimmyR unfortunately not.
DimmyR 13 Sep, 2022 @ 6:35pm 
Can multiple assemblers be designated?
Juggernaut93  [author] 9 Sep, 2022 @ 10:21am 
I don't think this depends on the script, however I haven't touched it in a while, my memory might be a bit "blurry".
xXUconXx 8 Sep, 2022 @ 1:45pm 
for some reason my other assemblers will not help produce to materials from the main assembler when running this script. am i doing something wrong?
Juggernaut93  [author] 12 Jul, 2021 @ 2:39am 
@Lucid sorry for the late reply, but yes, it seems that some of the mods you are using introduce new assembler components to the game, which are not supported by the script. The script can handle new blocks using the mod compatibility script, but not new components, for various technical reasons that make this challenging.
Lucid 20 Jun, 2021 @ 11:45am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2191645254
i think this has the mods im using, it might be changed since i downloaded everything
and i also use a more encounter mod but that dosent matter.
Juggernaut93  [author] 19 Jun, 2021 @ 10:38am 
Sorry for the late reply, but could you tell me which mods in particular you are using?
Lucid 12 Jun, 2021 @ 10:58am 
Yes, i am....
ive tried the mod compatibility thingy but the mods werent supported i think...
i hoped it would just give me the vanilla blocks at least, but yeah. cus the blueprint only had a few modded stuff
Juggernaut93  [author] 12 Jun, 2021 @ 6:20am 
Are you using mods?
Lucid 10 Jun, 2021 @ 6:38pm 
I just ran the script and its giving me some kind of error too long to write. So This is the first it says :
The Key was not Present in the dictionary
dnvm84 28 May, 2021 @ 12:25pm 
I am in process of building my moon base and had to temporarily take to large grid system off line. But I am currently getting ready to print a small grid ship and I have had no issues getting it to build the parts I was short of. Once I get the large grid system back on line if I run into any issues I will let you know. Thank you for your help.
Juggernaut93  [author] 21 May, 2021 @ 10:17am 
@dnvm84 Projector2LCD has a fail-safe check, by which if it doesn't find a projector with the specified name, it searches for every projector on the grid(s) and uses the first projector that is also projecting something. Projector2Assembler does not have this fallback behaviour. Please make sure that the projector name is absolutely correct. If it is, you could upload your savegame on some cloud storage service and give me the link to download it, so that I can manually inspect what's the issue.
Juggernaut93  [author] 21 May, 2021 @ 10:10am 
@Chive please make sure to NOT include the parentheses, as explained in the README. Their only function is to show that the parameter is optional (not every parameter was optional in the first versions of the script).
dnvm84 20 May, 2021 @ 7:04pm 
Hello, first let me thank you for creating this script.
Now unfortunately I am getting an error when trying to run an argument.
I am in process of building a 3D printer. The programmable blocks are on the same grid as the projector. I also have your Projector2LCD running. I also should mention that the Assembler I am trying to use is inside of my ship which is connected by a connector. When I run the following argument "3D Printer Lrg Projector;AF Assembler 001" I get a message that says "The specified projector name is not valid. No projector found." Like I mentioned I am also use Projector 2 LCD and that accepted the projector name. So I am not sure what to do? Any help would be appreciated.
Chive 6 May, 2021 @ 9:23am 
I always get "wrong arguments" even using [ProjectorName];[AssemblerName];[lightArmor];[staggeringFactor];[fewFirst];[onlyRemaining]

Could you give me a working example ? how do i specify true or false
Juggernaut93  [author] 11 Feb, 2021 @ 2:05pm 
You can create different programming blocks with the same script, and setup a different assembler for each script, so you don't have to manually change the parameters every time.
Penge 31 Jan, 2021 @ 11:57am 
Hi!
Maybe the script support multiple assembler?
Thank you!
Juggernaut93  [author] 20 Jul, 2020 @ 5:39pm 
@My Dudz that mode introduces new blocks, so you need to run the program described in the MODS COMPATIBILITY section in the script description page (or at the top of the script in game).
DevilDeagle 20 Jul, 2020 @ 4:55pm 
hey in using the mod tierd thruster this is the ID id=1545345896 and the script dont run with this what can i do to fix this?
-Devastator- 7 Mar, 2020 @ 2:47am 
Hi jugger can u show an example for the arguments? I can’t seem to get it to work
-Devastator- 6 Mar, 2020 @ 11:40pm 
Thanks this is a great script I’ve favorited and rated it :) Jugger, can u accept my friend request? I would like to ask u some questions regarding this script.
Juggernaut93  [author] 10 Oct, 2019 @ 1:15am 
@SDGames yes, I already applied the same fix on Projector2LCD too :)
SDGames 10 Oct, 2019 @ 12:52am 
it works now. Many thanks! :steamhappy:
btw. I found the same bug at the Projector2LCD script.
Juggernaut93  [author] 9 Oct, 2019 @ 12:53pm 
@SDGames the bug has now been fixed, please try again and tell me if it works.
Juggernaut93  [author] 9 Oct, 2019 @ 12:12pm 
@SDGames the script was supposed to detect it automatically, but there must be a bug. I will try to fix it ASAP
SDGames 8 Oct, 2019 @ 10:03pm 
sorry Google translator)
first : great script.
second: As an example, it adds 25 steel plates for a small grid light armor block. Can you install the option to switch between small and large grid?
Juggernaut93  [author] 25 Jun, 2019 @ 8:44am 
You're welcome! :)
Davetiger 25 Jun, 2019 @ 7:00am 
Ah I found it thank you for the reply, I was putting it in the data instead of the argument didn't notice there was two different places ... this is my first script I turned them on for this one :) because I was building an auto ship building factory and when I was short on something it would just miss blocks and couldn't start over because blocks were built behind it already lol.. THANK YOU for this awesome script