Space Engineers

Space Engineers

Autokit Assembler
24 Comments
DawnNannas 9 Jun @ 11:49pm 
Solar Cells aren't part of the list, if you want them, add

{ "Solar Cell;SolarCell;SolarCell", 0},

to the list
Survival Ready  [author] 21 Nov, 2024 @ 5:02pm 
I don't know what the reason is for you, but I went through the entire Contact update with this script. Here is a link to a world where it is used against Factorum https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3365228468
RadioActive 7 Oct, 2024 @ 9:24pm 
Unfortunately in the latest version of the game does not work this script, all done according to the instructions
Qotov 1 Sep, 2024 @ 9:15am 
Hello. Nice script, its working fine but not updating LCD panel for some reason and has multiple exceptions during execution. Could you please update the script?
erik 15 Feb, 2024 @ 2:10am 
hello I have a request to make to you would it be possible to make a script for the management of ice stock which can be transferred from a Landa container to an ice container with support on LCD because I cannot find a script
Survival Ready  [author] 11 Feb, 2024 @ 11:23am 
@OGatoAJato, it's in the description:

1. add the same Autokit prefix (default) to the names of the main assembler, one or more storage containers, and the LCD display panel (if need).
OGatoAJato 3 Feb, 2024 @ 9:30am 
How to get the components list cast in a LCD? I can see the list in PB Custom Data, but i want it to be cast in a LCD screen. Using Autokit in LCD name only gives me information about assemblers, containers and production status.
Survival Ready  [author] 21 Jan, 2024 @ 2:46pm 
Thank you @Krougal, I just ran into this problem today. Previously it did not exist, since the production of ammunition is precisely the main function of this script. Apparently, after the Keen update, the disaster is not only with music. By the way, old ammo magazine for the Interior Turret have become available again. I'll probably need to look somewhere around here.
Krougal 28 Dec, 2023 @ 7:10am 
If I try to add any ammo to the quota, I get a "Caught exception during execution of script:Object reference not set to an instance of an object." error. This happens to your published ships as well if you pull enough ammo out of containers for it to trigger. Otherwise it works just fine and seems like a really nice lightweight alternative to TIM or Isy's.
mirrorimage 21 Jul, 2023 @ 7:17am 
You can distinct Assemblers from Survival kit like that:

Echo(block.GetProperty("SpawnName") == null ? "Assembler" : "Survival Kit");
AOU 29 Sep, 2022 @ 5:20am 
Cannot Crafting the Mods Compent?
[GER] Marcel 14 Aug, 2022 @ 1:30pm 
how do I switch the component list to the LCD?
Survival Ready  [author] 26 Apr, 2022 @ 2:06pm 
Not a problem.
Conz 26 Apr, 2022 @ 1:09pm 
Havn't had the chance to test the STOP, yet.
But it happend now for one of my own scripts, too.
So maybe it's more a server problem than with our scripts. Sorry for the noise.
If I find the reason for the need to recompile in the scripts, than I'll post my findings here, too.
Survival Ready  [author] 25 Apr, 2022 @ 5:28am 
Unfortunately, I have no way to test the script on the server. On local when loading a saved game everything works fine. The script is simple and I have no idea why it doesn't work when the server is restarted. Intuitively - you can try to execute the STOP command after reboot and see if the script gives an error. If yes, please tell me which one.
Conz 25 Apr, 2022 @ 2:58am 
I have a somewhat related problem to Don Bonson. On the server where I'm playing the programmable blocks get switched off at server restart. Your script is one of the few that I have to recompile after switching it back on.
It's hard to test, since it only happens at server restart. Simple On/Off doesn't require a recompile.
Server admins have no idea how to help here. I have asked on discord about it. There the only infos I got was "Something during startup causes the PBs to fail, either through not finding blocks it expects to, or something similar. It depends very much on the individual script" and "This can also be caused by the scripts having startup problems." "Assuming it's script errors, it'll need to be actively debugged".
So I have not big hope that you can fix this, but do you have any idea what could cause the need to recompile it?
Survival Ready  [author] 28 Feb, 2022 @ 7:58am 
Actually, no. As soon as the number of components set in the script settings does not match the number of components in containers that are designated as "autokit", production should resume automatically.
DrOneLove 28 Feb, 2022 @ 7:47am 
I'm having an issue with this where it wont refresh so I have to recompile it every time to restock my supply of components, is that the intended use?
Survival Ready  [author] 15 Feb, 2022 @ 2:02pm 
In fact, the assembler automatically takes only the necessary ingots to produce the current component, which is first in the queue. I didn't run into the input queue overflow issue. Try some assemblers in cooperative mode.
me777 15 Feb, 2022 @ 12:46pm 
Does it also unclog the assembler input?
(sometimes the assembler pull so much of some resources that they dont have space for all they need and stop doing annything until I move everything out of the input)
Survival Ready  [author] 25 Sep, 2021 @ 6:27pm 
Thank you for your positive rating. There is simply nothing superfluous here, so the script works simply and reliably.
Dark_453 25 Sep, 2021 @ 3:24pm 
love it, will pass this along, we have needed something newer for a long time :) Thanks for your work.
Survival Ready  [author] 18 Aug, 2021 @ 3:14pm 
Thank
Skallabjorn 18 Aug, 2021 @ 8:07am 
NICE!