Space Engineers

Space Engineers

Urean Ship AI
66 Comments
mlq1617  [author] 26 May, 2023 @ 11:42am 
I probably won't make a discord for it, but I will try to be more thorough with the documentation!
I have also officially started on the next version, and am currently working on working out a few last kinks on the thruster controls. Once that and the gyroscope controls are working, I'll start implementing other features like airlock controls and cargo monitors!
Starkye 20 Feb, 2023 @ 3:12pm 
Oh my god that is awesome news! Its been a while since this updated and I have not seen any script that could come close to replace it. By any chance do you think you'll make a discord or smthn to keep up to date with it?
mlq1617  [author] 20 Feb, 2023 @ 1:23pm 
Hello!
I've been getting back into scripting for SE lately, so I may be returning to this shortly!
I appreciate that y'all have been enjoying this ship AI!
Starkye 15 Feb, 2023 @ 3:52pm 
Is this script series still getting worked on? was my favourite along red alert :(
still is so useful
kota 28 Oct, 2022 @ 8:28pm 
How do you use this?
Starkye 3 Sep, 2021 @ 11:06am 
nvm found it in the previous versions, I think this script would be 100x better if it had a guide page instead of features written in 3 diff pages :/
Starkye 3 Sep, 2021 @ 11:02am 
How am I suppoused to use this? im kinda lost I mean the main controller shows like a meny but how do I interact with it?
Mr.Platin 16 Aug, 2021 @ 3:17pm 
How do I operate it?
Like from a control seat, what are the "Run" trigger words for this program?
mlq1617  [author] 20 Jun, 2021 @ 12:18pm 
good ideas; I intend to (at least, attempt to) make a Dogfighting Navigation Core for it that should make for either easier dogfighting or automated dogfighting.
Probably wouldn't work on a welder arm program, as that would be a bit too specific for me to include in a more general-purpose one like this, but it might be possible to add integration for it for later.
Rotor turret control is a great idea! A Weapon Systems Core would be a great addition to the program, imo
Projekt Pleasure 19 Jun, 2021 @ 8:42pm 
yea, that would be rather interesting, and if u could get several PB's to work in conjunction all with different roles, then with the help of a mod it could expand by itself
(overlooking several issues)

but yea, theres not a lot to be done with scripts unless u want pure automation.
my best idea for applying this AI is give it the ability to maneuver and fly as you want, dogfight and go on automated mining expeditions. the second would be a kind of repair system,
i would imaing the repair system would work by having an arm capable of reaching the entire base, and with some extra code maybe find a way of giving it spacial awarness.

this could be useful for printing and reparing hard to reach spots.
another way is getting it to use elements of Whip's MART script and give it the ability to control rotor turret individually rather than slaving them, something like PDC's.

(these are just my ideas, and my opinoin of my ideas is that theres is absolutely no point for any of these)
mlq1617  [author] 19 Jun, 2021 @ 5:52pm 
yeah possibly! I know that I can throw this AI onto stations and it works well, since it disables the thruster and gyro controls on static grids
Projekt Pleasure 18 Jun, 2021 @ 6:03pm 
i was actually thinking if that was possible not too long ago.
it sure would allow for much bigger and complex scripts that might even be capable of running a base on its own
mlq1617  [author] 18 Jun, 2021 @ 1:20pm 
Thank you Projekt Pleasure! I appreciate the praise :D
I also have started work on the Saturnian AI model, which will ideally have more features. It will also have a different base model, as I intend to use multiple programmable blocks for it to allow for more features and customization options. This should also help to reduce complexity issues for larger ships.
Projekt Pleasure 7 Jun, 2021 @ 9:41pm 
yea, i was doing some experiments with how the functions worked and most of it is automatic, other functions like the "auto door close" has to be enabled normally, still this AI is a peice of engineering.

Keep up the good work mlq1617
things like this inspires me to do better
mlq1617  [author] 7 Jun, 2021 @ 5:25pm 
@stayfun Cruise Control is enabled by default, when you turn dampeners off it turns on cruise control.
Unstable Kitsune 2 Jun, 2021 @ 4:21pm 
Update, i tried on much smaller large grid ship i think it was the size of the ship
Unstable Kitsune 2 Jun, 2021 @ 4:14pm 
so im getting a weird bug on my 100th world or so. it said your ai script to too complex any ideas?
Mr. not Steven 14 May, 2021 @ 2:40pm 
Tbh I have no idea howw this works or for instance how to activate for instance cruise control
Projekt Pleasure 14 May, 2021 @ 2:02am 
Im having an issue getting the script to recognise my seat. do i need to make sure the ship isnt registered like a respawn pod?
Darki | Delta 26 Mar, 2021 @ 4:03pm 
Alright.
mlq1617  [author] 26 Mar, 2021 @ 11:55am 
I believe the control seat needs to be set to "Main Control Seat", but other than that, you don't need to name it or anything
Darki | Delta 23 Mar, 2021 @ 2:05pm 
I've now waited about 30 minutes for the AI to recognize thrusters, but no dice.
Darki | Delta 23 Mar, 2021 @ 1:16pm 
The owner of the thrusters is 0. Is this the default value? Also, if you mean main cockpit instead of main controller, my control seat is main cockpit. I've waited 2 minutes for the AI to update thrusters. Does it take longer than that?
Darki | Delta 23 Mar, 2021 @ 12:09pm 
It's either my control seat or the custom data thing. Are you supposed to name the control seat, or put it in custom data, or something else entirely?
Bodyboarder2528 23 Mar, 2021 @ 8:32am 
3 images in this https://imgur.com/a/0RZHyPX
Bodyboarder2528 23 Mar, 2021 @ 8:21am 
i just noticed it thinks they are back and left when they should be forward
Bodyboarder2528 23 Mar, 2021 @ 8:10am 
its not doing that for me im on a server
mlq1617  [author] 23 Mar, 2021 @ 7:56am 
Also, when adding the thrusters to the grid, it uses a special function I made that assigns each thruster an "owner", which is the EntityID of the grid that the Programmable Block is on. If a thruster has an owner that isn't the default value or the EntityID of the current grid, it won't be added to the list. Perhaps that's the issue? I do this so that if you use Merge Blocks (ill-advised with this program, but I tried to accomodate it), there won't be conflicting controls with the thrusters across multiple programs.
mlq1617  [author] 23 Mar, 2021 @ 7:54am 
that's really strange that the thruster recognition isn't working for you. The way I have it setup, going nito the code; I use a function that collects every mechanically connected thruster, then filters any out that aren't on the same grid as the controller. It then splits that list into 6 lists, one for each direction, and adds the thruster to that list. Once the lists are set, it renames every thruster (for user clarity) based on the direction and type, for easy debugging. It renames them back to their original names when it saves, though.
Since the program doesn't run when the cockpit isn't available, try checking the names and custom data of the thrusters. If they've changed, it might be an issue with the thruster control part of the program.
Bodyboarder2528 23 Mar, 2021 @ 6:55am 
yea i would like this to recongise thrusters on rotors there is a script for this but cant run this and that at the same time
Darki | Delta 22 Mar, 2021 @ 9:33am 
The problem with the thrusters is infuriating. Sometimes, the AI doesn't recognize the thrusters even on the working save.
Bodyboarder2528 22 Mar, 2021 @ 4:04am 
ok cheers
Darki | Delta 21 Mar, 2021 @ 9:39am 
I think you name the cockpit to Main Controller
Bodyboarder2528 20 Mar, 2021 @ 8:51pm 
i have tried to use this and and i cant seem to get it to work. also main controller, do i need to name a seat that or are you talking about the check box Main cockpit?
Darki | Delta 20 Mar, 2021 @ 8:29am 
I even edited the AI to make a command that would call the function to make the thrusters recognizable, but it didn't work.
Darki | Delta 19 Mar, 2021 @ 4:03pm 
The AI appears to be unable to recognize that thrusters are on the ship, even though they're on the same grid. I've tried factory resets, recompiling, everything. What's weird is, after a battle (and my ship was irreversibly damaged (rotor turrets destroyed)), it recognized everything. Splicing scripts and custom data didn't work, either.
mlq1617  [author] 19 Mar, 2021 @ 1:48pm 
@Darki | Delta the AI will only recognize thrusters on the same grid as the cockpit, I believe. The cockpit should be on the same grid as the programmable block.
Darki | Delta 18 Mar, 2021 @ 2:52pm 
Does anyone know how to make the AI recognize that there are thrusters on the ship?
Darki | Delta 15 Mar, 2021 @ 9:58am 
Please make a guide on how to set up each of the systems, like the thrusters.
mlq1617  [author] 5 Mar, 2021 @ 8:55am 
@Grand Moff Tarkin which new features?
SevenofThr4wn 3 Mar, 2021 @ 2:52am 
@mlq1617: how can I use the new features, there is nothing on this page that says anything about how to use the new features
mlq1617  [author] 21 Feb, 2021 @ 9:50am 
@Xephrock sounds good!
Xephrock 20 Feb, 2021 @ 8:15pm 
it seems to be working for the most part. ill inform you of anything. if anything comes up
mlq1617  [author] 20 Feb, 2021 @ 11:44am 
@Xephrock lmao, thank you! Did it work?
Xephrock 19 Feb, 2021 @ 3:10pm 
and this is why your the one making amazing scripts XD
mlq1617  [author] 19 Feb, 2021 @ 12:36pm 
@Xephrock oh wait! Just thought of a possible workaround! Install the program on a smaller ship (call that Ship B), recompile it there, then go into the custom data field of the Ship B prog block, and copy-paste it a blank prog block on Ship A, disabling some of the features! It loads that information on first run, so if you do that, it should turn off some of the settings before its first execution cycle, which would reduce the complexity of the script.
Xephrock 18 Feb, 2021 @ 10:22pm 
bugger... cause it looks like a RLY impressive program, would have loved having something like this just going about
mlq1617  [author] 18 Feb, 2021 @ 3:22pm 
@Xephrock strange. Sorry I couldn't be more help
Xephrock 18 Feb, 2021 @ 1:42pm 
ive even tried deleting the PB. and replacing it all to see if that would do anything. and nothing