Space Engineers

Space Engineers

Visual Information System (VIS)
124 Comments
[LAW] Dungeon Master 23 Jan @ 2:41pm 
Hey, I have managed to get a few screens done but I want to display status of my various Power Producers (Hydrogen Engine, Reactor, Wind Turbines etc.) can anyone help me with this. I was hoping something with a graphical display for easy glance as I run past.

Thanks
DM
RougeSable 18 Jan @ 11:47am 
I'm a bit lost, this looks fancy and better than Automatic LCDs 2. But I've no fucking idea how I can get the same result as shown on the screenshots, and I won't read those 122 previous comments :'(
Frission 6 Nov, 2024 @ 1:32pm 
Some *actual documentation* for the example scripts would be lovely. I have absolutely zero idea how to adjust them for my ships because it's just a wall of gobbletygook with very little commenting other than the titles of each subsection. I try to plug in the hydrogen status script into a small grid ship on a transparent LCD? It claims there's no ice in the O2/H2 generators despite there being 5.7k total in there. That's just one example. It's a lovely visual system in theory but in practice you made it way too obtuse and designed it only for people with the patience and knowledge of programming themselves to be able to use, and basically screw all the laymen. :/
Onki 7 Mar, 2023 @ 1:29pm 
i often get a error no inventorys found, on my ship it was for the oxygen checker couldnt find Ice inventorys and generators

and on my weldership it cant find the inventory for the invntory list but that works fine on my ship... curious
Procobator 14 Apr, 2022 @ 3:13pm 
If anyone is planning to use this script it currently does not work as of the date I'm writing this. It will start to compile but will generate errors and shut down per the built in safety's within the script.
Paffcio 26 Mar, 2022 @ 1:41pm 
In the screenshots it looks very nice, colorful and readable which I like. In practice the script is very difficult to grasp. If it were not for this difficulty I would use it, but yes it is difficult.
Volg 2 Mar, 2022 @ 3:05am 
Is the author still active here? or anybody else can help me? i am trying to make the console screen text resize to fit the display on the PB. i am not sure how it looks on a large block PB, but on the small block PB it cuts the end of the line off. i see there is a way to change the display size, but it seems very hard to use. how am i supposed to get all these internal names for the blocks to use? or am i missing something? i cant just tell it the bloc's name directly?
Battlemage 31 Dec, 2021 @ 3:16pm 
Is there a way to get visibility to act on the value of %capacity% below? I'm setting up a readout for a dock, and I only want to see the H2 data if the ship only if it has tanks installed.

graphic:text:capacity
position:496,100:a
size:206,20:a
alignment:right
checkremote:hydrogen:$(p2)
text:%fillvalue% / %capacity%
gradient:0:$(colorred)
gradient:0.4:$(coloryellow)
gradient:0.8:$(colorgreen)
visibility:>:0
Battlemage 30 Dec, 2021 @ 4:07pm 
I've been racking my head trying to figure out how to get a bar to display the current fuel level of a hydrogen engine. I can tap the text values, but I can't get a visual readout. Here's my current code, anyone have any suggestions?

graphic:bar:fuel
size:20,340:a
position:245,420:a
style:tiles:90:50:0:a
border:$(border):$(bordersize):$(bordersize):$(bordersizetype):$(bordercolor)
background:$(bgcolor)
check:generator:Hydrogen Engine:false
gradient:0.0:217,95,14
gradient:0.4:244,186,79
gradient:0.7:245,237,168

graphic:text:fuel
position:507,420:a
alignment:right
font:$(font):$(fontsize):$(fontcolor)
check:generator:Hydrogen Engine:false
text:%currentfuel%
Arstan 13 Nov, 2021 @ 9:34am 
Hello, I can see the potential of this script but cannot get it to do as I want it to. Ive been reading and re-reading the documentation trying to figure it out but I am at a loss. I have been attempting to use the battery status provided on the wiki as my start point but cannot get it to display as I like. I have three seperate battery groups on my ship that I want to monitor independently but cannot get it to display only the batteries in each said group. It always displays all batteries regardless of my attempts to set a group. I believe i am failing to use the syntax correctly and that is why it displays all batteries vs specified groups.
Helmann 23 Oct, 2021 @ 6:30pm 
Hi. Great script. Very hard to learn. I was wondering if the script supports hinges and I guess also rotors. Tried using the piston command to get the position but it didn't work. Not sure if it will work or if my knowledge of the script is good enough.
R_Oerich 10 Sep, 2021 @ 5:09am 
@McGiever
I have tried to find a solution for your setup. But Im not sure you can get an overall on/off for handbreaks in a remote group. Only way I have found to get data is via a connector.
This is for 1 connector for more, add $connector lines and a "Parking Brake On /Off" section for each connector.

screen:0
font:DEBUG:3:100,100,100
#size 512x204.8
bgcolor:0,0,0

$blockname:Hand Break
$isgroup:true
$texton:On
$coloron:255,0,0
$textoff:Off
$coloroff:0,255,0
$greycolor:40,40,40
$connector1:Rover Connector

graphic:text:text
alignment:c
position:255,51.2:a
text:Parking Brake

#Parking Brake On
graphic:text:Value:
position:127,153.6:a
checkremote:property:$(connector1):$(blockname):$(isgroup):HandBrake
alignment:c
text:$(texton)
gradient:0.0:$(greycolor)
gradient:1.0:$(coloron)

#Parking Brake Off
graphic:text:Value:
position:383,153.6:a
checkremote:property:$(connector1):$(blockname):$(isgroup):HandBrake
alignment:c
text:$(textoff)
gradient:1.0:$(greycolor)
gradient:0.0:$(coloroff)
Deadmeat 10 Sep, 2021 @ 1:18am 
Yes, that worked great, thanks for the help.

R_Oerich 9 Sep, 2021 @ 11:45pm 
@LT_Spatium
It works. But you have to write in the group name. The line has to be like this:
check:inventory:Cargo Ores:true:ice
Where "Cargo Ores" is the group name, and "true" is telling it that ti is a group
Hope that it helps
Deadmeat 9 Sep, 2021 @ 6:57pm 
I am unable to get it to display the amount of ice my ship has, it always reads 0 even if I have 3.5 million. Here is the code that I am using, what did I miss? It's almost like the "check:inventory:$(blocks):$(isgroup):ice" does not work.

# Ice capacity
graphic:bar:capacity
position:0.25,0.5:r
size:0.1,0.7:r
check:inventory:$(blocks):$(isgroup):ice
style:tiles::20:$(bordersize):$(bordersizetype)
border:$(border):$(bordersize):$(bordersize):$(bordersizetype):$(bordercolor)
gradient:0.0:255,0,0
gradient:0.2:255,100,0
gradient:0.3:255,255,0
gradient:0.5:0,255,0

Thank you
McGiever 29 Aug, 2021 @ 1:59pm 
I have been trying to get the script to display the handbrake status of a group of remote controls on subgrids. The image is about right but it does not change regardless of handbrake status. I hope that you can tell me where I screwed up. Thank you.

screen:0
font:DEBUG:3:100,100,100
#size 512x204.8
bgcolor:0,0,0

$blockname:Hand Brake
$isgroup:true
$texton:On
$coloron:255,0,0
$textoff:Off
$coloroff:0,255,0
$greycolor:40,40,40

graphic:text:text
alignment:c
position:255,51.2:a
text:Parking Brake

#Parking Brake On
graphic:text:handbrake
position:127,153.6:a
checkremote:property:$(blockname):$(isgroup):handbrake
alignment:c
text:$(texton)
gradient:0.0:$(greycolor)
gradient:1.0:$(coloron)

#Parking Brake Off
graphic:text:handbrake
position:383,153.6:a
checkremote:property:$(blockname):$(isgroup):handbrake
alignment:c
text:$(textoff)
gradient:0.0:$(greycolor)
gradient:1.0:$(coloroff)
collegiasta 29 Aug, 2021 @ 5:27am 
I have problem with hydrogen status. In programmer block No block found DC:hydrogentank/MyObjectBuilder_OxygenTank i use hydrogentank with mod, this is problem?
DMOrigin  [author] 27 Feb, 2021 @ 9:31am 
@BatXDude:
Did you use a group/block name for your inventories? Or maybe a filter? A simple way could be
=> check:inventory
for all items in all inventories or
=> check:inventory:::ammo
for all ammunition in all inventories
DMOrigin  [author] 27 Feb, 2021 @ 9:25am 
@alex_us:
Maybe it helps:
https://github.com/dmorigin/se_mod_vis/wiki/Single-Hydrogen-Tank-Overview-1x1-Small-Grid

Some more informations would be helpful :)
DMOrigin  [author] 27 Feb, 2021 @ 9:14am 
@Mr.Kat: This is an issue with the game. Sometimes I have the same issue, before I using this script. A fast fix could be to delete the shader cache: %AppData%/SpaceEngineers/ShaderCache2
Jet 29 Jan, 2021 @ 7:36am 
I am still new to using scripts like this can you help me set a command to tell me when my landing gear are locked or unlocked on a LCD panel?
.!.Kingfish 26 Jan, 2021 @ 10:35am 
Possible to have a showcase section strictly for people to show their screens?
Mr.Kat 20 Jan, 2021 @ 1:16pm 
Idk if it was a mod conflict but i used this on a server and as soon as i did it Crashed my game and said Graphics device driver has crashed and then said my card was overheating and update stuff but then my friend entered the area and it also crashed him with the same message luckily he was able to grind it down right as he crashed again from it so our game is saved.

I'm just assuming its prob incompatible with something else.
BiggusThiccus 6 Jan, 2021 @ 8:14am 
On the PB i keep getting these errors, can you help? No Inventories found for Inventories (H2O Systems and Weapons)
alex_us 31 Dec, 2020 @ 2:54pm 
Hydrogen information does not work. Help!
R_Oerich 28 Nov, 2020 @ 2:24pm 
@DMOrigin
That what i thought. I was hoping to be able to rotate it all..
thanks for the answer
DMOrigin  [author] 26 Nov, 2020 @ 8:49am 
What do you mean with "entire image" ? It is possible to rotate some of the graphics. But not all. For example: Icons and Bars can be rotated, Lists or Text not.
R_Oerich 26 Nov, 2020 @ 4:45am 
A small question.
is it possible to rotate the entire image? Im trying to use a LCD rotated 90dg. but havnt been able to figure out if rotating the image was posible?
WaschBaer 19 Oct, 2020 @ 8:15pm 
i tried that by using the on off example, but as soon as i have replaced all the onoff ones with check:property:MyDoors:true:Open , the name in the header is gone, and it dosent trigger a switch from open to close on screen @DMOrigin
DMOrigin  [author] 18 Oct, 2020 @ 3:19pm 
@WaschBaer__
You need to go over the properties and check for the property "Open"


For example:
graphic:list:value
check:property:YourDoors:true:Open
replace:0.0:Closed
replace:1.0:Open
WaschBaer 18 Oct, 2020 @ 1:08pm 
How exactly would one setup or change the preset for scifi one button terminal, to react on door open and closed ? ( i got doors acting as shutters for windows, and i can togle open closed with a button on my one button terminal )
Jace 11 Oct, 2020 @ 9:01am 
I have to say, I both love and hate this script. I love what it does, and what it can do, but I hate how hard it is to use. I utterly suck at programming, and really don't want to learn how to program these. I don't mind looking up and copy/pasting things though. You've got a bunch of pictures here in the workshop, but no sample codes for them in the documentation :( For people like me, a host of examples would be AMAZING. As is, I only use 2 or 3, because I just can't for the life of me figure out how to program it myself.
DMOrigin  [author] 25 Aug, 2020 @ 12:28pm 
Yes, there is an issue with the Int64 type. I have fixed it in version v0.72a. I will release it in a couple of minutes.

Notice that the property "ChargeMode" has 3 values. See the example below:

graphic:list:value
position:0.5,0.5:r
check:property:::ChargeMode
replace:0.0:AUTO
replace:1.0:RECHARGE
replace:2.0:DISCHARGE
visibility:>=:0
Norax64 25 Aug, 2020 @ 2:14am 
Thx for this update :)

Can you confirm DC property don't work with int64 data ?
graphic:text:value
font:DEBUG:0.8:255:255:255
position:0.5,0.5:r
check:property:MyBatteryGroup:true:ChargeMode
replace:0.0:AUTO
replace:1.0:RECHARGE
DMOrigin  [author] 24 Aug, 2020 @ 2:19pm 
Add a new version. You can use "charging" to check the input. For output the DC "usage" was available. A DC to check the consumption of blocks is an idea. I will check it later :)

PS:
Sorry... a miss click has delete a comment. Sorry for that.
DMOrigin  [author] 4 Aug, 2020 @ 8:12am 
I have found the issue. This issue is fixed with version v0.71g. I will release it in a couple of minutes.
DMOrigin  [author] 4 Aug, 2020 @ 7:23am 
Which one has you used?
A_DEM 4 Aug, 2020 @ 6:53am 
Ok, maybe I'm dense (most likely), I pasted one of your examples into an LCD (which has "[VIS]" in it's name", the LCD displays "Initialize Display" and Program Block doesn't display any errors. Clearly, I'm missing a step.
DMOrigin  [author] 26 Jun, 2020 @ 12:19pm 
I have added new quick examples to the documentation. All of them are for small grid blocks.
See: https://github.com/dmorigin/se_mod_vis/wiki
DMOrigin  [author] 9 Jun, 2020 @ 8:56am 
Battery Status: https://github.com/dmorigin/se_mod_vis/wiki/BatteryStatus

For the Reactor Overview there is no example currently. But you can adapt the Life System ( https://github.com/dmorigin/se_mod_vis/wiki/Life-System-Support ). I will add more examples next days.
Tregrenos 8 Jun, 2020 @ 9:07pm 
I am trying to wrap my head around the guide, but it's like trying to put together a thousand piece puzzle without a picture. Can anyone tell me how to mimic the "battery and reactor" picture shown here in the example? The most I can get it to do is tell me how many batteries I have, but tell me nothing about them.
R_Oerich 3 Jun, 2020 @ 2:18pm 
Thanks for the info
DMOrigin  [author] 3 Jun, 2020 @ 7:55am 
-----
A little example:

graphic:curvedbar:usage
icon:IconEnergy:0,88,150
style:0.0:90.0:true:5.0
check:powerproducer
gradient:0.0:0,255,0
gradient:0.6:255,255,0
gradient:0.9:255,0,0
DMOrigin  [author] 3 Jun, 2020 @ 7:55am 
I have changed the implementation of the curved bars for a while. But I'm not happy with it. Therefore it's not part of the documentation. It's still persist in the code and can be used, with "curvedbar".

The current implementation knows only two settings:
* style
Syntax: style:minDegree:maxDegree:colorLerp:thickness

minDegree and maxDegree is used as a floating point number and set where the bar starts and where it ends in degree. Default values are -50.0 and +230.0. With colorLerp you can select between flowing or segmented colors. Default is "true". With "thickness" it's possible to set how thick/width the bar is. Default value is 5.0.

* icon
Syntax: icon:name:color

If you want an icon in the center of the curved bar, use this setting. The first parameter set the name of the icon. You can use any icon that is also available as like the graphic "icon". The second parameter is a color value and is used to set the color of the icon.
On default no icon is set.
R_Oerich 3 Jun, 2020 @ 7:27am 
@DMOrigin
I cant find the instruction for curvedbars in the instruction anymore. I see hat you made some changes to the in V.0.42. just curius how to use them now
Kithran 30 May, 2020 @ 6:04am 
@DMOrigin, I'd agree with the comment from @kurblee - the documentation can be hard to follow. One thing that would make it an awful lot easier would be to include as examples the custom data settings needed to display the information shown in the screenshots here - especially screenshots 1 -5 and 8.
The sort of format that would be very useful would be something like:
[SCREENSHOT]

Custom Data (if there are multiple lcds on the screenshot say which lcd it needs to go in)

A single sentence or two about what is being done (e.g. Shows amount of components by type compared to desired amount in all containers directly on base, ignoring any connected ships)
DMOrigin  [author] 29 May, 2020 @ 9:42am 
I have tested this mod. And in respective of it, I have changed something. First, comments starts also with "//" instead only with "#". This helps with the mod without any changes. Also it is possible to mark the VIS config inside the "Custom Data" field. Se the configuration here: https://github.com/dmorigin/se_mod_vis/wiki/System-configuration#share-custom-data-field-with-other-modscript
If it dosen't help there is a way to move the configuration from the block to the PB. See here: https://github.com/dmorigin/se_mod_vis/wiki/System-configuration#configure-block
I think this changes helps you to combine my script with other mods/scripts :)
lostsoul3471 28 May, 2020 @ 4:49pm 
@DMOrigin, my bad, it's the Advamced Fly Mod,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2049208780
And it doesn't rename blocks it just add a couple lines in config data that your script has no idea how to handle so it kills itself. In fact, your script doesn't do well with any other script that would output to a display such as Automatic LCD 2 from MMaster or anyone else that can output to a specific panel in a multipanel block.
For this my suggestion is to add in better error checking and garbage control, or adopt the '---' config data separator that MMaster initially implemented and others have adopted well enough. In this case you can have all of the top end of config data until you reach the separator and then stop processing and or ignore the rest of it. That way we can mix and match data from other programs on the same cockpit panels that have your screens.
Kurblee 28 May, 2020 @ 9:23am 
@DMOrigin. The documentation for me, who dont know coding is just hard to understand. The language of it. For the avarage mortal like me its like not even english. But no worries, actually its my problem. I might will have a second look of it. I think you have done an expectional work to create something like this for ppl, in your free time. I will try my best to understand. Also lately i have mod ideas for SE, but dont know where to start. Guess coding i need to learn.