Space Engineers

Space Engineers

Skimt's SolarMap Script (Discontinued)
65 Comments
Skimt  [author] 27 May, 2021 @ 9:54am 
Skimt  [author] 26 May, 2021 @ 6:03am 
Blu 17 Mar, 2021 @ 10:22am 
Any chance for an update/replacement?
BaconStone 7 Feb, 2021 @ 4:30am 
Just shows a blue screen for me.
matthewvogt 14 Jan, 2021 @ 11:47am 
Id like to say first thank you so much for this script. I have enjoyed it very much. I can confirm that ti crashes my computer. I have done as you suggested and let keen know. Good luck out there
Skimt  [author] 9 Dec, 2020 @ 6:46am 
If this script causes anyone a critical error, I will urge you to contact Keen Support, as I cannot do anything from my end. They will want a description of the error (short and to the point, step-by-step description of how to reproduce the issue), a copy of your log files, and possibly a reference to this script.

If you refer to this script, then you may add the following in your report: "The SolarMap script relies heavily on polymorphism and sprites, and the only recent change made to the script is Digi (or Whip's) method of refreshing the cache (Commentary should be attached with the code). The script is not minimized, allowing the developer to read through it. If the developer requires a technical report then they can DM me (Skimt) on Discord."

Keen Support site: https://support.keenswh.com/spaceengineers
> Choose Platform (PC / XBox)
> Click "Submit Bug" (You have to Login or Register)
Malum Caedo 8 Dec, 2020 @ 6:20pm 
worked fine before, but now it somehow crashes my game everytime i try to load the script in the programmable block..
Dragon Fire 813 13 Nov, 2020 @ 11:06am 
The script gives an error when I load it into the PB. I provided an image of the error. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2285963499
c0de 12 Nov, 2020 @ 10:05am 
pci-e gen 4 nvme :P
Skimt  [author] 12 Nov, 2020 @ 9:43am 
@c0de I'm sorry, but I can't really help you with that, but it sounds to me like your hard drive can't read your SE files or your save file properly. Have Steam check your SE files for errors, then check your hard drive for errors. If your hard drive is 4-5 years old, then it's probably dead soon.
c0de 12 Nov, 2020 @ 12:05am 
every time i enable this script crashes my game with driver crash
Grand Moff Pitchkins 25 Sep, 2020 @ 1:59am 
Just shows a blue screen for me. No other info.
Kacz 15 Sep, 2020 @ 6:55pm 
I can get it working on a LCD panel but not the console block?
Skimt  [author] 9 Sep, 2020 @ 5:26am 
New update, version 0.9.2b, is live. Should make sure that the latest patch in 0.9.2 doesn't stop working.
Razors Edge 9 Sep, 2020 @ 4:14am 
works great Skimt. Thanks!!
Skimt  [author] 8 Sep, 2020 @ 9:48pm 
New update, version 0.9.2, is now live. It should theoretically resolve the multiplayer issue regarding bad caching, causing the SolarMap not to display properly when rejoining a server or when having been too far away from the LCD/grid.
Razors Edge 7 Sep, 2020 @ 7:01pm 
Are you still working on this? Every time I join the server I have do delete the LCD's with [SolarMap] to get them to display again. I have not added any new planets.. etc.
Dylanthalus/Flynn 28 Aug, 2020 @ 12:42am 
ok. tyvm :)
Skimt  [author] 27 Aug, 2020 @ 2:46pm 
@Dylanthalus You can add in Triton by removing the "//", but it will be almost hidden by the EarthLike planet, and I've not implemented the EarthLike planet to be hidden when you're closer to Triton, and vice versa.
Dylanthalus/Flynn 25 Aug, 2020 @ 12:08pm 
does this find Triton?
Skimt  [author] 22 Aug, 2020 @ 2:17pm 
@Miskabel.tv It works on multiple text panels.

@Rosie Rollstuhl You can try to remove the other celestial bodies in the list of celestial bodies, and see if that could work.
Pr0_9gagger 20 Aug, 2020 @ 6:47am 
How can i zoom in on the map to show only earth and my station for my shuttle from earth to station?
Miskabel.tv 9 Aug, 2020 @ 4:05am 
Is this work with multiple lcd ?
Skimt  [author] 28 Jul, 2020 @ 12:03pm 
Good news?
I've successfully written this as a mod that automatically detects planets, and you can choose it via the script tab in the LCD's control panel. I have access to a lot more planet information, too. But it will still be a while until I've hashed everything out. Design-wise, ore is difficult to display in a neat way on the screen. Ore is also not 100% accurate due to recent design changes that Keen has made to ore mapping.
NoStinkingBadgers 25 Jul, 2020 @ 8:36pm 
Does anyone know with the API as it is presently whether it is theoretically possible to grab all the planets' coordinates?
Skimt  [author] 24 Jul, 2020 @ 3:48pm 
To those of you who has added your own custom planets to this script. Be aware that when you update from version 0.9 to version 0.9.1, and copy and paste your planets over to the new script, that you must not casually add "List<CelestialBody>" prior to "celestialBodies..." like it says in the tutorial above for version 0.9. Follow the new format in version 0.9.1.

Old format Version 0.9

// ---------------------------------------------------------------
// Celestial bodies - Start.
List<CelestialBody> celestialBodies = new List<CelestialBody>() { [...] };
// Celestial bodies - End.
// ---------------------------------------------------------------

New format Version 0.9.1

// ---------------------------------------------------------------
// Celestial bodies - Start.
celestialBodies = new List<CelestialBody>() { [...] };
// Celestial bodies - End.
// ---------------------------------------------------------------
Skimt  [author] 24 Jul, 2020 @ 3:24pm 
Script update. Read patch notes for information on what has been done, and read the new "Configuration" part of the workshop description as to how to configure the SolarMap.
James-Ryan 23 Jul, 2020 @ 9:38am 
For the ones wondering where to find the Information for the Planets you want to put into the script (Also works for modified solar systems):

The variables you need can be found in the sandbox.sbc in the savegame folder(pls google where to find your savegame folder for SE) of your world - just open it with a text editor and press strg + f to open the search window. Then search for the name of the celestial body you want to add and this is where you can find all needed information.
Skimt  [author] 23 Jul, 2020 @ 7:27am 
@Vegas I'm not saying never, but chances are that I will not get into modding. I didn't enjoy working on mods in SE the last couple of times I tried it, and when summer vacation is over I will have a tough year ahead of me at university. But, when I get time I will look into it, because I have many more types of maps that I want to create, and some of them are simply not feasible to write in the PB.
MovNik 23 Jul, 2020 @ 4:22am 
Skimt, @ Everything is very difficult for a player who does not know how to use scripts. For some players, the "programmable terminal" block is not useful in the game due to not knowing how to write scripts. is it possible to ask you to make a mod that will control itself which planets are in the world and display information about them?
Skimt  [author] 22 Jul, 2020 @ 7:55pm 
There has been a tremendous structure change in the script.

None of it will affect the tutorial in the description on how to customize your own planets.

But it will affect scripters who has modded other parts of the script and added features of their own. For said scripters, I recommend that you take a copy of the current script, because the new face-lift will set you aback. There's a new World class, SpriteManager class, ColorManager class, TextPanelSetting class, and more. Objects have been moved back and forth to where they should be located. I should've written a use case and class diagram before I started, and I regret that now. I don't have an exact date for when I will publish the latest updates, but it will be quite soon since I've made MyIni configuration ready for changing the GridArrow color, hiding/showing the InfoPanel and Map, and I've already done some performance tests.
Masterdude94 22 Jul, 2020 @ 3:37am 
Well this is awesome!
VONMON 20 Jul, 2020 @ 7:42pm 
This is really cool! Is there a way to get it to display on other screens? The projection area of a projection table for example? I initially tried setting it up using your instructions for the LCD screen, but that doesn't seem to work. I have tried setting it to text/image and script
NoStinkingBadgers 20 Jul, 2020 @ 5:20pm 
@Cool Dino - it looks like you have to copy the enums and copy the bottom example of celestial bodies / replace the name of the planet and values in the variables with the ones you want. Then when you want to add a planet, copy and paste one of the "new CelestialBody { ... }" and change the values of the one you pasted to what they should be for the new one.
There should already be some code in the script, but the stuff you copy in should probably go near the top (the enums go first).
NoStinkingBadgers 20 Jul, 2020 @ 5:14pm 
Note that you can get a ton of planets, stars, black holes, etc from the workshop and paste them into your solar system in creative mode, so having the capability to edit the positions would help with that as long as you record your GPS position when you paste. Too bad it doesn't auto detect positions though, that'd be really neat.
NoStinkingBadgers 20 Jul, 2020 @ 5:12pm 
Apologies, I spaced that out perfectly and the Steam comment system stripped the spaces.
NoStinkingBadgers 20 Jul, 2020 @ 5:11pm 
I got this GPS list from a reddit thread (1 year old):
Actual Co-ords X Y Z
Earth 0 0 0
Moon 16,384 136,384 -113,616
Mars 1,031,072 131,072 1,631,072
Europa 916,384 16,384 1,616,384
Alien 131,072 131,072 5,731,072
Titan 36,384 226,384 5,796,384

Reference Source:
https://www.reddit.com/r/spaceengineers/comments/9175ds/what_are_the_gps_coordinates_for_the_planets/
Exanimus 20 Jul, 2020 @ 6:38am 
Can we get this one with black background? Awesome script anyhow
Snorp 20 Jul, 2020 @ 4:10am 
i dont understand this. what script do i put in the programmable block?
everything in the description including the text?
Malum Caedo 20 Jul, 2020 @ 12:11am 
I really wanted something like that on my bridge for a long time. Thanks for making this!
NoStinkingBadgers 19 Jul, 2020 @ 7:44am 
If this works with any solar system, this is a very good addition to the game.
Toshio 19 Jul, 2020 @ 6:24am 
A promising script, if you'll ever work on this again it would be cool to be able to detect planets position even on custom systems (modded alike).
emawind84 19 Jul, 2020 @ 4:52am 
Really nice script, I made some changes to make it more scalable with all the display available (also wide lcd) in game, and also to show the entire world and not just the positive sector, also added several settings that I would like to share with you Skimt, if you want feel free to contact me so I can share the code with you since I don't want to publish it as my own.
James-Ryan 19 Jul, 2020 @ 4:38am 
Can someone tell me how to adjust the text size of the planets name on the map and additional
how to put the Infotext for the planets more to the left (The text fills round about 1/3 of the screen).

Btw cool script :-)
Tronix 18 Jul, 2020 @ 1:21pm 
Brilliant! Need some feature, but one of the bests ;-)
wikedsirnate 17 Jul, 2020 @ 6:59pm 
recolorable?
Leo_Draconus 17 Jul, 2020 @ 6:57pm 
I have now learned a little bit about C# coding. Thank you!
Skimt  [author] 17 Jul, 2020 @ 6:19pm 
I've added a quick "how to configure/create/remove celestial bodies" in the bottom of the script description. Be aware that I cannot help you if the map becomes very tiny, if planets do now show up because they're outside the screen area, or if planets end up hidden underneath the list. If planets appear under other planets on the map then my recommendation is that you edit one of the planets Type to "CelestialType.Moon", effectively hiding it from the map, but still allowing it to appear in the list. Also remember that only 6 planets/moons will appear in the list at the same time. The list tries to sort itself by the grid's distance to the celestial body after a while.

For those of you are who are interested in scripting yourself, I am as always perfectly fine if you want to copy my work and try to make your own work from it. Beware, however, that this script uses a lot of relatively advanced polymorphism.

Ps. Thanks, everyone.
Leo_Draconus 17 Jul, 2020 @ 5:24pm 
I personally find it odd that the map is set as a solar system with the planets orbiting a point when, by default, the Earthlike planet is at the center of the World.

(Of course I do realize this is something that the author scrapped together and not actually a dynamic script)
scoutg 17 Jul, 2020 @ 1:19pm 
@DutchDoggo it, it's in the description, planet mods, no, not without modifying the script, any other mods, i don't see why not