Space Engineers

Space Engineers

[CUB3] Life Support Manager
100 Comments
myerk2008 13 Feb, 2023 @ 8:28am 
does anybody have an example build with multiple rooms that i can look at to make im doing everything correctly, i seem to not be able to get this working rn.
Bladedragon0 3 Jun, 2022 @ 4:52am 
if i had two doors that i wanted to be ignored by leak prevention would that be possible?
Raion  [author] 19 Jun, 2021 @ 12:09am 
@Gear Shift long time that I don't have a look at the script, but you should put them in the LCD "Custom Data" field. Then, to be sure that it worked, restart the script!
Gear Shift 18 Jun, 2021 @ 11:31pm 
I might be blind but I don't see any actual instructions on how to actually get the vent status and production status to appear on an LCD, at least not instructions that work. I've tried adding the [LSM Production Screen] and [LSM Airvent Screen] in all the possible places I can on my LCD's to try and get it to work, but it doesn't. How do I actually get them to work?
Netherspark 20 Feb, 2021 @ 2:47pm 
I guess it's not possible to display on a block with multiple screens? Like a cockpit for example?
Jon The Engineer 14 Feb, 2021 @ 7:03am 
@Raion is it possible you could make a quick tweak and make the scrip so it only effects the grid its on?
Dots 9 Jan, 2021 @ 2:27am 
@Raiion Thanks! I guess I have to wait...
I am trying to replace/update scripts inside this BP and is proven futile so far.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1572719539

As far as this script goes I don't understand how to set this script up and was hoping someone would make a video on how to make it work.
Raion  [author] 8 Jan, 2021 @ 1:29pm 
@Dots unfortunately it's not entirely possible - especially for airlocks - to "place and forget". I won't get in technical details, but there is no way to differentiate between an air vent that is used for the airlock and another used for its normal scope. A certain degree of setup from the user is always needed (as far as I know there is not airlock script that does this without configuration).

At the same time I know that I've been overkill with the configuration, and some things could be simplified, like, a lot. Grouping all the airlock blocks into a single group seemed a good compromise at the time. Well, let's see if I'll ever find some time to work on it!
Dots 8 Jan, 2021 @ 12:10pm 
lets hope that next one is a set and forget script.scans and self renames and tags on next version.
Raion  [author] 8 Jan, 2021 @ 11:29am 
@Hawkwar thanks! I would really like to start working on it again, but like, I can barely play at all T_T I would even like to create version 2 (lightweight version) but time is really a problem in the last year...

@Dots yeah, I know, the thing is that when I created the script I had more a ship/station with 1/4 airlocks in mind, if I ever succeed in having enough time to work on version 2, I'll see if I can make it more manageable (this is actually the first script I have ever worked on :D)
Dots 8 Jan, 2021 @ 8:23am 
this looks nice on paper but if you got a base or a ship with over 100+rooms (I tend to exaggerate) then it's almost impossible for me to set this script up for each and every single room.
Hawkwar 16 Dec, 2020 @ 3:39pm 
Just dropping in to say I am still loving this script. It is my go to for life support and airlocks.
Raion  [author] 9 Aug, 2020 @ 1:51am 
Hi all! I'm, like, overwhelmed by my daily job in thi speriod. Hell, it's been six months that I've been, and I'm sorry I couldn't work on a refined version of this script (and had to stop ever other scripts that I was working on, like an ATC one T_T).

I promise as soon as things get better - they should be starting with september - I'll get back to this. Even thinking of reqriting it from scratch honestly, when I worked on this I didn't expect to be this popular :D

Sorry again, happy engineering everyone!
Shortymus 8 Aug, 2020 @ 11:37pm 
I answered my own question, for those of you who have the same issue;

Beware the sneaky spaces at the ends of your group names/when you type in the argument.
Shortymus 8 Aug, 2020 @ 7:09am 
Hey Raion,

Firstly awesome script! Way tidier than some of the others out there.

Quick question, our second airlock - has all the same parts (named differently) as our first but is stuck on cycling (MP server)

Any ideas?
christian9776 13 Jul, 2020 @ 1:08am 
Hey Raion,

just installed this script on my ship, and i got some problems

noticed error when executing the
Skripts:Line10: Expected [section]
definition

at Program.Configure()

at Program..ctorl()

MythicTy 20 Jun, 2020 @ 1:29pm 
Would it be possible for the doors to lock to prevent opening them by turning them off? So when the airlock is pressurized, the external door locks, and when its depressurized, the internal door locks? This would stop accidental venting of the ship when you forget to cycle the airlock
ZettDeEff 6 Jun, 2020 @ 5:57am 
Great script, now I can no longer switch on my oxygen generators manually even after switching off the automatic production and have to tear them down + rebuild them
Jon The Engineer 18 May, 2020 @ 6:06am 
@dsknpk for when you have a leaking air lock use "leak off" so you can open the doors and find where the leak is (would also help if you use "[LSM Airvent Screen]" in the custom data of an LCD as it will show which Airvent is leaking) as for the o2 level the script scans for all tanks (o2 and H2) so if you have H2 tanks which are under the % then it will switch on the o2/h2 gen to fill the H2 tank(s) as well as the o2 (same if the H2 are full and if the O2 is empty). another tip if you have changed the % in the custom data or added an Airlock group, another o2/h2 tank, or a normal Airvent then you need to recompile the script for it to re scan and pick up the changes.
dskpnk 17 May, 2020 @ 1:17pm 
Hey just installed this script on my ship, and i got some problems, i have no "real airlock" on my ship so i wanted to use the script only for leak and production. When leak is on i can't open any doors, also my oxygen tank have 90% and the LCD still show me 4/4 working (maybe i need to wait for a first 70% for the script starting to manage this).
Kazblack 14 Apr, 2020 @ 3:18pm 
Great Script! But I wish there was a toggle Button so that I only have to set 1 Button in the Airlock to make it compacter.

Edit: After some use i sometimes get a "Blue Screen" on the LCD (https://gyazo.com/8cfa4d2ee37e9da20c39fdddfe386cea) , restarting the script helps.
Fascist Pig Bank 26 Mar, 2020 @ 3:14am 
Hey Raion,

Firstly what a great script! Thanks very much for your hard work in giving this to the community. Unfortunately it won't run for me, here is the output (sorry can't copy and paste it): https://i.imgur.com/t3sTJbW.jpg Weirdly it does compile successfully though.

Thanks very much :)
Raion  [author] 22 Mar, 2020 @ 4:28pm 
2/2

2) As a matter of fact, when I didn't have so much work, I started working on two different scripts: one that manages landing pads and hangars, and one that manages power. The problem with power is that it's HUGE. The design document for the script reached 3 full pages, so it will take some time :D By the way, both of them have the same graphic style, but better (because this script tought me efficiency! yay!)

3) One of the things I'd like to do is having everything user-modified code directly in the custom data of the programmable block! When I have time I'll work on that too!

Again, thank you for your feedback!
Raion  [author] 22 Mar, 2020 @ 4:28pm 
1/2

@DesignCub hi and thank you for your feedback!

My RL job is still a problem, but I'm italian and you may know that our country is in total lockdown, so being stuck at home even during weekends (unless I want to be fined or arrested :D) gives me time to work on it, so expect work on the script to be resumed!

Now unto your question!

1) Doors "don't know" if one of their sides is exposed to vacuum, that's why I had to come up with the "custom data solution". I don't like it, but for now it's the only simple solution I came up with. If If I find another way, I'll update the script accordingly! As for many doors - i.e. hangar doors - I admit I tried with a small number, but I'll have a look!
DesignCub 22 Mar, 2020 @ 2:46pm 
I completely understand the time constraints of your RL job, I'll never begrudge you for needing to make a living, but here are a couple things I'd love for you to consider for future updates.

1) Vanilla doors used for airlocks that are exposed to vacuum that switch off. Most of my builds are very large scale, and intended to be mostly public spaces so a little "idiot-proofing" is absolutely necessary. I've been using hangar doors, but using too many seems to get buggy.

2) I'd love to see you create a power management with a matching display output. I know there are dozens out there, but I'm in love with your aesthetics.

3) You've already addressed this, but I'd love to see the user-modified code items a little easier to find in your code. I little emphasis goes a long way.
Jon The Engineer 16 Mar, 2020 @ 3:56am 
nope they wont hence why i asked for a ignore tag so there can be exterior air vents
Kevlar 16 Mar, 2020 @ 3:53am 
Yeah, I see... Today I just loaded the game and it works as expected, but I had to disable leak check, cause if it's on then airlock doesn't want to open - It's probably beacause I have decorative air vents outside my ship and they're telling the script that something is leaking. I wonder if running them in depressurize mode would do the trick.
Jon The Engineer 16 Mar, 2020 @ 3:03am 
Tim if you was running no mods it would be a SE bug (normally pressing Shift+F5 then F5 does the trick)
Kevlar 15 Mar, 2020 @ 5:35pm 
... And now the most confusing thing: when I closed the internal door, Internal part of the ship was still leaking even though it was perfectly pressurized 3 seconds ago. When I opened door to the next section of my ship airtightness fucked even more. I don't know if it's something with the script or Keen just fucked something up in the latest update, but please, at least try to fix it, cause Helion inspired airlock would be pretty damn cool on my ship.
(Yeah, I know, it was so long :)) forgive me)

Edit:
When I tried to copy-paste my ship hoping that it will solve the problem, my game crashed (That never happened to me before when pasting designs)
It's 1:22 now in Poland, so I wil try to fix it next mornig, maybe with another ship, but with this kind of confusing things I don't think that I will be able to sove it.
Kevlar 15 Mar, 2020 @ 5:33pm 
There is very confusing bug with doors. I'm sure that I did everything like i should and airlock was perfectly sealed, but when I clicked the pressurize or depressurize button, airlock was working fine, but showing "cycling" all the time and doors were closed and locked. When I runned "leak off" in the PB, airlock depressurized as expected, but didn't wanted to pressurize. When I tried to pressurize, lcd was showing "cycling" again, but this time all the doors were unlocked and ready to open. And at this point when I opened internal door weird things started happening: Vent suddenly changed its status to yellow (leaking) and Internal part of my ship that was 100% sealed started to leak even though external door was closed and, as I said, Im pretty sure that airlock was sealed. [next part in the next comment]
Raion  [author] 27 Feb, 2020 @ 5:19am 
@ApexAlphaGaming I sent you a friend request, so we can have a chat :)
ApexAlphaGaming 26 Feb, 2020 @ 4:01pm 
@Raion If you get really busy I don't mind taking a look at the script and seeing if I can't add any features you were planning and sending the finished file back to you for upload? I'm an amateur but I'm starting to get the hang of the language SE uses.
Raion  [author] 26 Feb, 2020 @ 3:31am 
Hello everyone! Sorry if lately I've been very absent, but my RL job is literally tearing me a new one T_T I took note of al your feedback, and as soon as possible I'll fix and add all the requested features! As always, a developer is good half as his users, and boy if you're good! :D

By the way, it seems that in the end my script needs to be considered an alpha version, so I'll update the description to reflect all this!
Jon The Engineer 26 Feb, 2020 @ 1:39am 
ah ok
ApexAlphaGaming 25 Feb, 2020 @ 3:23pm 
@jon_chris I believe potentially, in the future, he may add the ability to ignore certain Air Vent Groups from what I gathered. I asked a very similar question
Jon The Engineer 25 Feb, 2020 @ 11:12am 
or have a tag to exclude them
Jon The Engineer 25 Feb, 2020 @ 10:35am 
hi don't know if this has been asked but was wondering if you could make it so the script can support external Air vents that are set to Depressurize (maybe have a tag that adds it to the O2 production)
Jim Paper 22 Feb, 2020 @ 5:04am 
@Raion is there a possibility to add for leak mechanic to turn off doors if detect leak and after fixing it door will be on again?
Raion  [author] 12 Feb, 2020 @ 12:26am 
@Dots there are reasons why I choose to have airlocks as a "separate entity":
1. an air vent, to pressurize and depressurize a room, must have "space" to store or retrieve oxygen. So, if you want to depressurize airlock 1, the oxygen contained in the room must be stored somewhere and if all tanks in the ship are full, room will remain pressurized.
2. this could be prevented by setting a limit to tank fullness in the script, but bear with me, this is my first "complex" script, at the time of writing it I didn't know if it was possible. I still don't, honestly, and during a couple a test I noticed that working with gases is a pain
3. I wanted a script that could manage many airlocks separately, but there is no way to programmatically tell if a door is "tied" to an air vent without human intervention. That's why I choose for the block group, but certain things are needed because there's no way to know if a door has a side facing the void of space - at least that I know of.
Niceguygamer 11 Feb, 2020 @ 10:05pm 
ok thx
ApexAlphaGaming 11 Feb, 2020 @ 10:13am 
@Raion Thanks for the reply it really helped me get a good idea of the mod and your commitment to it.
I can work on the color issue if that's the case, I don't mind, it seems easy enough. Thanks for telling me how.
I look forward to the next update!
Dots 11 Feb, 2020 @ 7:22am 
@Raion - people might not want a script that is separated from main grids in order to work. I want a script that can handle 1 million Ice and everything is connected with the ship. I'm using that much thrust for hydro based capital ships like carrier ships. i also wish there was a script that works pretty much like isy's inventory script with auto rename. So you would set it up and the script automaticly adds its tags and is cross compatible with Isy's inventory sorter.
Raion  [author] 11 Feb, 2020 @ 3:00am 
@ApexAlphaGaming I kept you as last to answer point by point:
1. you can't in an easy way, but if you want, you can change the colors in the script (just search for "C_GREEN" and you'll find the list of colors). My shortcoming is that I used the same colors for all panels, so if you change a color, it will change the same color in all panels, sorry. This is something I wanted to change, give players the ability to change color panel by panel, maybe in a future release if I find time to work on it, sorry!
2. actually the only way is to completely shut the leak management off. But you gave me a good idea on how to improve the script, it should really avoid looking at certain airvents.
3. whops! You know, in my language oxygen is spelled "ossigeno" so sometimes I mix them up :D Another thing on the list of fixes for next version!
Raion  [author] 11 Feb, 2020 @ 3:00am 
@Dots I'll try to do it as soon as real life (as in: daily job) stops messing with my will to work on this, sorry :D

@leongheart english not being my main language, I admit sometimes I'm not great at explaining. As a matter of fact, airlocks are and should be "disconnected" entities, as in, they need to be separated from the conveyors of the ship. To have a working airlock, you just need an air vent inside the airlock, and an oxygen tank connected to it, no need for air vents anywhere else!
Niceguygamer 10 Feb, 2020 @ 11:17pm 
I have a question for this part "add an air vent connected to an oxygen tank. For best result, the air vent and oxygen tank should be disconnected from the rest of the ship, to avoid the oxygen tank to fill " Do I have to put 2 air vents one between the internal and external doors or just inside the airtight room
ApexAlphaGaming 10 Feb, 2020 @ 10:44pm 
I have a few questions in order of priority:
How can I change the Graphics Style or colors on the LCD screen for "Production"?
I have the issue where the doors refuse to open with leak detection on. I have a ship with a few outer vents set to depressurize, but are currently off until I hit atmosphere, these vents are for filling the oxygen tanks on planets, without the need to burn through ice, can I make the script ignore "off" state air vents?
Did you know in your latest update you misspelled "oxygen" a few times as "oxigen"? I fixed it in the editor, it ran fine either way but it bothered me.
Dots 5 Feb, 2020 @ 11:42am 
wish there was a youtube tutorial on this script. I keep getting errors on "Caught exception during execution of line 1. Expected [section] definition at program configure() " Any way to fix this?
Casia Loopy 1 Feb, 2020 @ 5:16am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1985454728

The problem ship is A15 FGA01, the button panels by the hangar doors are hooked up, the elevator is in the centre of the hangar, and cub3 display and an airlock is front and centre on floor 4(hangar is floor 5.) The programmable block has cub3 in the name to find easily.

The save is hEaViLy modded, let me know if that's a issue and I can provide photos or remove mods that wouldn't cause hull breaches or game break.
Raion  [author] 1 Feb, 2020 @ 4:14am 
@Tetris can you upload your world and give me the link? And sorry by that, there are so many different cases that forecasting them all is difficult sometimes :D
Casia Loopy 1 Feb, 2020 @ 2:47am 
A ship in the hangar of my station has vents to suck oxygen in, and it's locking down the station unless I turn off leak protection. They're set to depressurize, and are in an airtight, but unpressurized hangar. Turning them off and recompiling doesn't help.
A way to make it exclude certain or all subgrids? Or certain blocks?

Also noticing airlocks are stuck indicating [cycling] when booting the script/world. This isn't really a problem, but when setting them up initially they're finicky. I found the trick is to fill the tank with enough air to pressurize(by opening the interior door,) then close the interior door and open the exterior and they will indicate 'depressurized', and work normally.

Love the fancy airlock script though. It's a great look, and useful to have the centralized vent display.