Space Engineers

Space Engineers

Multigrid Projector Robotic Arm Control Script 1
34 Comments
Viktor  [author] 16 hours ago 
@PallyDanaRama: MGP 0.8.2 will fix most of those issues. I'm going to release it in the next 1-2 days. Undiscovered corner cases may remain, even after extensive testing, please report them on the Pulsar Discord server by creating a #support entry: https://discord.gg/z8ZczP2YZY
PallyDanaRama 18 Mar @ 9:54pm 
Is there any way to limit multigrid projector plugin from projecting certain blocks? I've found that with my ships with missile and drone printing setups, this plugin really messes with the timers, event controllers, etc. It removes actions and even removes things from groups, like my connectors. As much as I love what the plugin does, it makes many aspects of building autonomous systems impossible.

Is there any fix or workaround?
ilsa 10 Mar @ 1:34pm 
Because a plugin isn't the same as a mod, and Keen made plugins much harder to use, for security and stability reasons. If someone is unable to figure out how to set up a plugin, that's a good indication they shouldn't use them.
Darth Porgus 3 Feb, 2024 @ 4:51am 
Why have you moved the Multigrid Projector and Plugin Loader to github? How do I install these?
MurlocJoe 21 Nov, 2023 @ 10:41am 
How I wish multigrid projections would become a vanilla thing and that Viktor would get a much deserved paycheck for it. Keep up the good work!
dragonsphotoworks 30 Jul, 2023 @ 5:13am 
Oh cool I just got back to playing. Looking forward to test this :-)
Viktor  [author] 30 Jul, 2023 @ 4:15am 
I test each MGP release with this script and world and it still works. MGP 0.5.0 is out today with insane client side multi-grid welding in multiplayer without having to use a server plugin, check that out. However, it does not make this script working on servers without MGP plugin, because the PB script runs on server side.
dragonsphotoworks 1 Oct, 2022 @ 12:54am 
victor always came up with insane mods/plugins. long ago we use to chat a lot. As they were helping me with a mod. The amount of knowledge they have is impressive. 99% of time when i see his name on a mod i instantly sub to it lol

Did you name them correctly? Thats main issue people have when his scripts dont work. Or any script... Just found this one as came out after i stopped playing :-( But get his demo world And test it with no additional mods "other then required plugin/mod of course".

It should likely work. Lot of scripts stay good years after last update. I also use ISY's scripts and some havent been touched in years as welll.
1. Get demo world
2. get required plugin load and plugin
3. just run its current setup
4. if works let me know lol If not then ya might need a rewrite. AAnd that would be lot of work possible. But victor might touch it up if can. He is one of best modder / Scripter i know. SE4modder is another good one.
AlienAnthony 26 Feb, 2022 @ 3:16pm 
Shame it doesn't work anymore just says OK even after recomp.
Viktor  [author] 12 Nov, 2021 @ 3:37pm 
@akira: Short answer: No, it does not.

Long answer: Those automated ship builds are scripted (as a timeline) to build a specific blueprint only. This can be done with timers or with a single Programmable Block. This solution can control any number of custom robotic arms to build any blueprint. But for this it needs the data about the projected blocks and their current build state, which is provided by the MGP plugin.
akira 23 Sep, 2021 @ 7:33pm 
Noob question: doesn't the game already have this function? I've seen so many automated ship building in vanilla
Viktor  [author] 28 Aug, 2021 @ 3:13pm 
@Rumsar: No, it cannot. The script reads the projected block positions from the MGP plugin's API. So while it technically does not need multigrid support, it still uses the API.
Rumsar 6 Aug, 2021 @ 6:06am 
This is amazing! Can it work without the subgrid script if there are no subgrids?

CMDR_WATCHYOUR6 18 Jul, 2021 @ 11:10pm 
This is Krazy!! really mind blowing
MrEvan312 25 Jun, 2021 @ 8:21pm 
It's... beautiful.
Viktor  [author] 24 Jun, 2021 @ 6:51pm 
The demo world is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2517203096

It is also linked from the description above.
Viktor  [author] 24 Jun, 2021 @ 6:49pm 
@Morghdred: I released this single world with the arm control script so far.

The script can be reused in other worlds, but it is looking for specific groups / blocks by name on the PB's grid. Please see at the top of script in the configuration section.

You can build custom arms of any complexity with any combination of mechanical connections. Simple arms tend to work better in practice. All large block mechanical connections work. Small block mechanical connections with a 3x3 conveyor port also work.

If you want to avoid arm collisions and damage, then cover the "static" part of each arm segment with sensors. Sensors on the arm segments are detected and used automatically.

Please analyze the arms in the world, they serve as good examples.
Viktor  [author] 24 Jun, 2021 @ 6:43pm 
It works with any blueprint, but the arm configuration required may vary.

Some blueprints won't work reliably due to the arms blocking themselves out. It may be improved in the future if I have enough time and interest to work on it.

Please read the older chat messages for more details.
StompiOne 24 Jun, 2021 @ 3:20pm 
I am extremely excited,
is that only possible with the ship or also with others?
Morghdred 23 Jun, 2021 @ 7:26am 
Is this script open to test on any other world? Or mainly only the world you released with it?
Viktor  [author] 21 Jun, 2021 @ 3:07pm 
You can use this world for that as a prepared shipyard.
Mighty_Assa 21 Jun, 2021 @ 9:03am 
Many thanks Viktor for taking your time to explain it :) i will test it with some drones i made
Viktor  [author] 21 Jun, 2021 @ 8:35am 
What will help with the large block blueprints and ships with interiors is the feature planned for MGP 0.5.0, where the script will be able to control exactly which blocks can be welded from those could already be built, therefore it can enforce a build order for the welder arms which does not block out the arms. Otherwise welders work on all buildable blocks around them, violating the order.

So still, the best solution is a good welder wall, plus 4 of these robotic welder arms on the side to build any external decoration / PDCs missed by the welder wall. You are free to give this a go and release it on the workshop if you like.
Viktor  [author] 21 Jun, 2021 @ 8:34am 
The script released on the workshop is a bit more advanced/optimized than the version shown on the video. Despite the advancements a full build of the Drone Support Ship is still around 14 minutes, but with less (only 4) arms at the bottom.

It just builds the body of the ship a bit faster, but then the welder arms get stuck in the forest of spider legs at the bottom, which is hard to solve. I think it can be optimized down to about 5-6 minutes if this could be solved. Maybe using camera ray casts to spot free pathways for the arms would help, but it is non-trivial. I may give it a try later if time allows, but no promises.
DeAnti 21 Jun, 2021 @ 8:28am 
wow how long did it take to make this?
Viktor  [author] 21 Jun, 2021 @ 8:15am 
@Mighty_Assa: The Multigrid Projector client plugin has an API for PBs. That's the data source telling which blocks are weldable, the arms are directed towards those.

There is also some logic trying to avoid leaving "holes" in the built grids. It does not work well with ships having interiors, which include any large blocks builds except of the skinniest ones. They just block out the arms too early, leaving blocks not built or finished.

It is ideal to built mechs, spiders and small block ships. It may be reworked to work with all blueprints, including the ones having interior spaces.
Mighty_Assa 20 Jun, 2021 @ 7:20am 
Oh that's the 'Drone Support Dropship' by BlackArmor :) Awesome script! How do the weldingarms know where to weld?
kufber 20 Jun, 2021 @ 5:41am 
Just saw the video. Genius! It's not perfect but damn close!
Viktor  [author] 18 Jun, 2021 @ 8:59am 
Thank you for pointing it out. Don't worry, you helped the community with noticing the problem.
Projekt Pleasure 17 Jun, 2021 @ 10:37pm 
thanks, just pointed that out as others might not understand, still sorry if i came out as agressive in anyway
Viktor  [author] 17 Jun, 2021 @ 9:18am 
The world is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2517203096

I just copied the description from there, maybe it was confusing. Sorry, rewording the description of the script here to make it clear that you need the above world to test the script.
Projekt Pleasure 17 Jun, 2021 @ 2:09am 
How to use
Create and enter the world
Join the Testers faction
Spawn to the medical room
Enter the pilot seat at the top
Recompile the program in the Shipyard Projector

so thats basically saying that this script... i dont get it ;-;
okay, this "how to use" guide is basically saying that there is a faction named "testers" and has a premade grid. from a script you put in a PB?

u ment to say something like build it yourself? or is it put into a world upon creation...
i just dont understand ._.

other than that this is fucking cool, it could be a revolutionary script if used correctly.
i look forward to seeing how this updates
Viktor  [author] 16 Jun, 2021 @ 9:53am 
The data on the buildable/weldable state of projected blocks come from the Multigrid Projector client plugin: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2415983416

The MGP has an API available for the PB scripts. You can see the client side of this API embedded into the robotic arm controller script.
Cronyx 16 Jun, 2021 @ 9:46am 
I'll definitely be keeping an eye on this. Are the arms some how aware of the dimensions of the blueprint?