Space Engineers

Space Engineers

Connector Docking Status 1.5.3
38 Comments
TekLest 16 Jun, 2024 @ 3:41am 
script dont work getting a IMyTextPanel error maybe needs an update
Really like this script not played i a while but would love to have it work again
StubieDubie 29 Jan, 2022 @ 7:46pm 
Great, thanks, my guilt is assuaged :) Thanks for doing the original.
Alton Vëonion  [author] 29 Jan, 2022 @ 4:55pm 
@Captain Stubing
That's ok, I rarlely play SE at the moment
StubieDubie 22 Jan, 2022 @ 10:36pm 
@Alton I have published an update based on this script here . It updates the deprecated calls to get rid of the warnings and has other streamlining changes but the original idea/general-program-structure remains yours. I have credited and linked this script, but if you object I will take it down. Please let me know.
Alton Vëonion  [author] 8 Aug, 2020 @ 9:24am 
Sorry for the absence. It's been a long time since I played SE.
The script still works for me on version 1.196.012 without any changes.

You can test it out on this world
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2191288855
Tiger 19 Jan, 2020 @ 1:22am 
Completely broken in the current game version. Please rewrite/update.
MickeyTJR 6 May, 2017 @ 2:03pm 
The lights work, go back and check what you named the connector, when you first connect to a connector after starting this script it changes the name to - connected.
In my case, I had mine named Connector Wall 1 and it renamed the connector Connector Wall - Connected. So I changed the name to Connector 1 Wall and it works fine now.
Rusted Droid 12 Apr, 2017 @ 2:48pm 
Really nice work. Can you make extra script that user can chose actions based on status? Example i have ship and stroage boxes with batteries that are like module connected. Sometimes they lost connection durring filght and those boxes fall sometimes they survive but i cant find them always (in space). So after disconnection can your script enable beacon on that storage box powered grid?
coolfarmer 22 Jan, 2017 @ 8:50pm 
Samething here, all work good but light's doesn't! :( Someone can update the light's part of that scirpt?
CONS 5 Nov, 2016 @ 8:48am 
Hello I'm on the latest version of the develop branch (1.160), the script works but light's doesn't change color. The LCD monitor display and update exactly what's going on, but light's doesn't change from it's standard white.
broken 23 Oct, 2016 @ 10:38am 
It can't tell the difference between 01 and 010 had to remove all connectors to clean up after the script :( Thx's anyways.
broken 20 Oct, 2016 @ 3:59pm 
Wow can't wait to try it. Very cool!
CaptPatrick01 10 Sep, 2016 @ 1:20pm 
I have an issue, when I set the script to use [Connector] as the prefix, the system says "Prefixes: No prefixes defined" I checked to make sure my connectors and my LCd screen had the prefix, but the script doesn't seem to be able to detect them.
EDIT: Also, everytime the script updates an LCD, it just inserts new text rather than overwriting the old text.
Alton Vëonion  [author] 20 Apr, 2016 @ 12:19pm 
That should not happen. I will check on it when I have some time
Sorry for the late reply but I have been a bit busy.
PHWOARR 17 Apr, 2016 @ 4:19pm 
So having a bit of an issue, I can't get my LCD's to update. If i disconnect the connectors, it still displays "connected". If i toggle the lcd off then on, it displays the new status. Is that supposed to happen? Also, I did delete a portion of code that rewrites the connector names so I can use 3 of the scripts together in different functions (I have removable engine bays and wanted lights for each separate then all the statuses for the LCD on one screen in the bridge)
daemonseed80 19 Jan, 2016 @ 8:50am 
Thank you for the help :)
Alton Vëonion  [author] 19 Jan, 2016 @ 7:55am 
You trigger whatever you want to happen when disconnecting/connecting.

One example could be open hangar bay door when disconnecting your ship
daemonseed80 19 Jan, 2016 @ 3:42am 
My apologies, I am not sure that I follow. Now, a timer block that executes the programmable block and it's self is PB 101, but, I still don't understand about the timer blocks that get trigged when a connector status changes. For example: Timer Block: [Station] Connector 1 Timer Connected. What do you trigger with this timer block in the control panel under set up actions? Sorry if I seem so noobish at this. I have a problem with not being defeated,lol.
Alton Vëonion  [author] 18 Jan, 2016 @ 10:38am 
@daemonseed80 you need a timer block that executes the programmable block, with this script on, and restarts itself.

The timer block functionality baked into this script are for when you want *other* stuff to happen when the connectors status changes.
daemonseed80 18 Jan, 2016 @ 8:00am 
Lol, I have no idea how to get this to work. For example, What do you tell the timer blocks for connected or unoccupied to trigger?
Riverey 29 Oct, 2015 @ 2:14pm 
And I would suggest to not use blue headings in the places there you use pics)
Riverey 29 Oct, 2015 @ 2:02pm 
Hey! Thanks!!
And you decided to not use gifs?
Alton Vëonion  [author] 29 Oct, 2015 @ 12:49pm 
I fixed the errors.
It was because the way I altered the show on hud property got removed :steamsad:
So I disabled that code

@Riverey
Awesome pictures :steamhappy:
Riverey 29 Oct, 2015 @ 8:03am 
Pictures for the description [drive.google.com]
So, here it is) There are animated heading for the beginning of the description and four pictures for all other headings.
There are also a thumbnail pic and a picture that should go instead of all of the screenshots. (I'll make a couple more once the script begin to work, because now I can't make a screenshot of woking LCD and prog. block output area=)).

It's of course is entirely up to you to use it or not - I just made it as some sort of gratitude for the awesome mod)
Riverey 29 Oct, 2015 @ 2:07am 
Cool, thanks! :steamhappy:
I'll make you some description pics to design the page in turn if you don't mind=)
Like here
Alton Vëonion  [author] 28 Oct, 2015 @ 4:31pm 
I've had some trouble running the game on my computer, probably win10 related I think.
But tomorrow I will try borrowing my brothers laptop
LeonserGT 28 Oct, 2015 @ 3:35pm 
Are you going to fix this script?
A1TERO 28 Oct, 2015 @ 12:28pm 
Hey, man!
Cool script
But looks like since lust update it won't compile anymore=( Do you have any ideas, why?
Сексолог Шамиль 28 Oct, 2015 @ 5:35am 
Please,fix the script
Сексолог Шамиль 28 Oct, 2015 @ 5:34am 
Please,fix the script
Riverey 26 Oct, 2015 @ 9:50am 
@Alton Vëonion hey! How you're doing?)
Riverey 24 Oct, 2015 @ 4:23pm 
@Alton Vëonion thank you so much!
As I understand, they just added new connector state - blue which goes right after unlocking the connector and gives you a bit of a time to fly away from it's magnetic field.
Hope you'll fix it soon - I have a very cool ship relying a lot on your awesome script)
Alton Vëonion  [author] 23 Oct, 2015 @ 5:35pm 
I haven't played much lately, but I will check soon and see what could be done
Riverey 23 Oct, 2015 @ 7:12am 
Oh, hope you'll find time to fix it...
It was one of the main features of my next release)
Riverey 23 Oct, 2015 @ 12:24am 
Stopped to work after the last update=(
Professor Aggressor 20 Apr, 2015 @ 2:30pm 
Darn.
Alton Vëonion  [author] 20 Apr, 2015 @ 4:00am 
@Professor Aggressor
As far as I know it's not possible atm to detect if a merge block is connected to another.
Professor Aggressor 19 Apr, 2015 @ 7:02pm 
Could you make a version of this for merge blocks as well, for large docking systems?