Space Engineers

Space Engineers

Logic Pain - Smart(er) Event Controller
39 Comments
nevcairiel  [author] 7 Sep, 2023 @ 8:51am 
The issue this mod fixes was fixed in the Warfar Evolution update (1.203), at least in my testing.
Therefor, for the time being, this mod should be considered superfluous and discontinued.
Kosmonavt 30 Aug, 2023 @ 4:24pm 
Add - Run ones
Kosmonavt 30 Aug, 2023 @ 4:23pm 
If angle rotor >= angle mast have
Altitude - traster
Kengored 24 May, 2023 @ 1:06am 
hey, they responded to the bug report 2 days ago, we might finally get this in vanilla!
ChozoSR388 9 May, 2023 @ 5:06am 
@Namethon How do you reset it with a timer? I've been struggling with that and still hadn't figured out a good solution.
HeilTec 4 May, 2023 @ 3:52pm 
Thanks for taking the time to make this temporary fix.
I sincerely hope bug will be fixed to match this mod.
NeonDrip 1 May, 2023 @ 3:40am 
not played since the update but the fact the made a logic block with less gate logic then redstone in minecraft is fucking stupid, come on keen AND OR is the bare minimum and you couldnt even do that right
Nemirel 30 Apr, 2023 @ 5:43pm 
Best way I was able to reliably trigger events when all conditions were false was to have an EC for each targeted block, with a light set to "turn off"/"turn on", then one final EC looking at all bit-lights ON/OFF state, ANDed. This is kinda dumb for something you'd think would be achievable in a single EC.
Rusted Droid 26 Apr, 2023 @ 8:40am 
Classic Keen.
They did not test their stuff again.
Merge block is also not usable as event of merge is not fired.
Event block not react to any state of merge block.
Nemethon 24 Apr, 2023 @ 7:49am 
"Connector Ready to Lock" is a pain in the ass at the moment. My solution to get it work properly: timer block resets the eventblock every 3 seconds.
peerbolt 23 Apr, 2023 @ 10:07am 
Honestly all logic in SE behaves this way, it's not a constant signal, it's just triggering an action the same way a player would through the hotbar. Which does make some things harder but there's still a lot that can be done with it if you have the right mindset
WarlockD 22 Apr, 2023 @ 6:30pm 
I think part of the problem with the event controller is that keen didn't want to run into infinite logic loop problems. The signaling system within SE is really bare bones. They don't want us trying to make an RS latch to stop a loop killing a server. But then that makes this normal event controller kind of meh.
peerbolt 22 Apr, 2023 @ 11:02am 
Like I said, I'm not necessarily arguing it's better, just that the event controller is doing what it's supposed to do. Personally i think this behavior could be useful, but i would love to see a proper OR mode be added
nevcairiel  [author] 22 Apr, 2023 @ 12:17am 
Except it is tracking the blocks in the "AND" mode, so why wouldn't it do the same in the other mode?

I was unable to come up with a situation where knowing that one thing just went off but not knowing the state of the system was actually beneficial.
peerbolt 21 Apr, 2023 @ 6:45pm 
This isn't actually a bug (or at least I don't think so) I'm not necessarily arguing this isn't a better way to do it but I thought I'd explain why (I think) this is intended behavior and as such probably won't be "fixed" by keen. It's in the name "Event controller", event the block isn't actually tracking other blocks directly, instead it's "listening" for the specified "event". So in the door example, whenever a door is opened the event controller will do what you put in its first slot. Whenever a door is closed the event controller will do what you put in its second slot, regardless of the states of any other doors it's attached to. I've tested it and this appears to be how it functions. Though Personally I'd still like to see this as an option much like the AND mode
krawdad 21 Apr, 2023 @ 12:19pm 
since this is a game made on code, there's no way it's not a bug; good temporary fix !!
Kaito 21 Apr, 2023 @ 12:08pm 
Average Keen feature design quality. Thankfully, the community is here to fix their mess. Thanks Nev!
nevcairiel  [author] 21 Apr, 2023 @ 9:02am 
@tremax88
Not really, no matter how you twist it, with the original system knowing "all doors are closed" is not possible.

For that either they need a "Door Closed" even, then you can use AND on them, but that would be silly as you would need an opposite event for everything, or they could just fix OR.
tremax88 21 Apr, 2023 @ 5:58am 
That's an interesting problem and solution.
I was wondering if your example couldn't be solved by simply not having a "false/off" action set and using another event controller or timer block instead for the secondary action?
Revenant 21 Apr, 2023 @ 2:36am 
voted 👍
Rotörhead 21 Apr, 2023 @ 1:32am 
Thanks! Upvoted and using it.
Codebreakerblue 20 Apr, 2023 @ 1:37pm 
I didn't even realize this was an issue! upvoted and subscribed, nice work.
Khazul 20 Apr, 2023 @ 2:19am 
Personally I think the event controller is pretty much useless - every time I have wanted to use it, ended up giving up and going back to simple scripts that just work

Good to see someone trying to fix this broken mess.
condottiere 19 Apr, 2023 @ 5:18pm 
I just encountered this "feature" with an event controller on a single door! Thank you, and I'll check your bug report as well!
Ribbons0121R121 18 Apr, 2023 @ 1:28pm 
please do tell when you make some better logic for it
i would love to be able to detect when a door is actually opened or closed
nevcairiel  [author] 18 Apr, 2023 @ 12:43pm 
Cargo % is frankly equally useless, if not even more so. Even with OR cargo % is only marginally useful. What you really want is an average fill level of all selected cargos, but thats not a thing .. well, until I get around to making a mod for that .. need time.
Ribbons0121R121 18 Apr, 2023 @ 12:36pm 
from the looks of it i think the bug is more or less from an oversight and lack of testing, as ones like cargo percent n such got a lot more polish and probably a lot more testing with the AI blocks
wish the ones like detect on/off or door open/close allowed you to specify which one you wanted instead of both at once
coolfarmer 18 Apr, 2023 @ 10:48am 
Thank you for your answer. I really hope that people who subscribe to your mod can also like the bug report. My friend and I have already done so, and I am eager to hear Keen's response to this bug.
nevcairiel  [author] 18 Apr, 2023 @ 10:24am 
@coolfarmer
Technically yes, it is slightly slower when you watch more blocks - however, the AND mode already does those same checks. And the OR mode is now totally useless. So performance gain because people just don't use it is also rather pointless.
coolfarmer 18 Apr, 2023 @ 9:18am 
Could this 'bug' be intentional for performance purposes? If you want a true 'OR' like in your mod, would you need to implement more loops? More loops mean less performance, especially if you have many blocks of the same type.
Boltron1 17 Apr, 2023 @ 11:20pm 
i did a video featuring your mod
https://youtu.be/uJqZLez9aCE
Ribbons0121R121 16 Apr, 2023 @ 10:13am 
detect if a light panel was on or off, specifically two
and if so, turn on the door
press button to turn them off and it should go off at once
event controller says theyre both on and turns on the door
and vise versa
nevcairiel  [author] 16 Apr, 2023 @ 8:20am 
Can you describe your setup? In my experience AND was working as one might expect.
Ribbons0121R121 16 Apr, 2023 @ 5:49am 
hey the and behavior is broken too, tried to get it to detect lights for a door locking system and the thing did exactly that on and mode
Boltron1 15 Apr, 2023 @ 9:35pm 
thank you . i was trying to do the same thing with my base and the doors yet it wasnt working. i ended up going back to a timer block that closed all the doors every few seconds . but really wanted this to work in the event block for a smarter action
Chipstix213 15 Apr, 2023 @ 3:21pm 
We should all avoid being so negative 😂
nevcairiel  [author] 15 Apr, 2023 @ 12:59pm 
You don't really need a NOT, because you can either swap the action slots, or use AND, and with those combinations you can achieve all possible logic combinations.

I agree that it might be more intuitive to have a NOT, instead of inverting the entire logic and swapping the operator, but for now I'm still hoping that eventually I can just delete this mod and Keen just fixes the OR behavior.
Ph.D Composer 15 Apr, 2023 @ 12:54pm 
How about a not gate as well?
Chipstix213 15 Apr, 2023 @ 6:48am 
very nice addition