Space Engineers

Space Engineers

Tyr 0.1
98 Comments
Church.exe 7 Jan, 2018 @ 5:23pm 
does this still work? when i try to compile it it fails
Craig P  [author] 23 Apr, 2017 @ 2:41pm 
Sure, feel free! There's a new monospaced font capability, if you use that it'll be loads easier!
Kalsaphix 23 Apr, 2017 @ 2:13pm 
Just asked on twitch if i could make an update to one of your scripts, i was talking about this one. (Yes, I use this name Everywhere!)
dk27552872 1 Jul, 2016 @ 6:15pm 
Looks like it works again, or at least compiles.
zeroGhost 15 Jun, 2016 @ 4:35am 
ive been looking for somthing having the map your sript ewas doing
Craig P  [author] 14 Jun, 2016 @ 6:06am 
They change the API almost every month. If a script hasn't been updated in two months, it's almost certainly broken.
flori1994 14 Jun, 2016 @ 6:03am 
ehm its not very old. just a year
Craig P  [author] 14 Jun, 2016 @ 5:33am 
Sorry, this thing is annnnnnnncient.
zeroGhost 14 Jun, 2016 @ 4:21am 
Hey Craig Do you still support the script i was trying to use it on my station but its not working its saying something of sort that there is no asembly or so even on your build the spiderface same errror ... let me know plz
Kalsaphix 17 Apr, 2016 @ 3:43am 
I think that was his nice way of saying no
Celestite 13 Mar, 2016 @ 7:50am 
not even a ocasional program?
im not asking much just some scripting
Craig P  [author] 13 Mar, 2016 @ 7:43am 
No, I don't actively play this game.
Celestite 13 Mar, 2016 @ 7:16am 
hey guy would you like to join our group we need programmers
flori1994 9 Feb, 2016 @ 7:45am 
hmm not good
bennr01 9 Feb, 2016 @ 7:36am 
^@flori1994 i think its impossible to draw a map of all blocks (including armor). As far as i know, scripts cant do that.
Craig P  [author] 9 Feb, 2016 @ 7:35am 
Structural blocks cannot be tracked in-game. You'll need a plugin for that, and I don't know if one was ever created.
flori1994 9 Feb, 2016 @ 7:32am 
Tyr will draw pictures of your ship on an LCD panel named "Tyr Map", if it exists. <--- this sounds like a map from the complete ship
flori1994 9 Feb, 2016 @ 7:31am 
hmm i need a script that tracks everything and draw a map from it
bennr01 9 Feb, 2016 @ 7:27am 
@flori1994 i think tyr only tracks functional blocks (no armor).
flori1994 9 Feb, 2016 @ 7:24am 
the log lcd and status lcds are now working but i dont get a map. oh my vessel hat 7000 - 8000 blocks. the log is stil saying something ala booting and 980 blocks tracked
bennr01 9 Feb, 2016 @ 6:45am 
@flori1994 have you set the lcd to show public text?
flori1994 9 Feb, 2016 @ 4:46am 
the programm is still running
Craig P  [author] 8 Feb, 2016 @ 5:40pm 
Dunno!
flori1994 8 Feb, 2016 @ 5:31pm 
is there a good alternative because maybe the program is broken.
flori1994 8 Feb, 2016 @ 5:31pm 
hmm ok
Craig P  [author] 8 Feb, 2016 @ 4:57pm 
I'm sorry, this program is ancient. I don't even remember how it works.
flori1994 8 Feb, 2016 @ 4:31pm 
how does i set up the map? i have done all as mentioned in the text above but it is not working. i have the german version of SE
Craig P  [author] 28 Sep, 2015 @ 7:45pm 
I recommend MMaster's LCD mod.
DisguisedCorpse 28 Sep, 2015 @ 7:09pm 
i'll figure it out
DisguisedCorpse 28 Sep, 2015 @ 7:09pm 
lol k
Craig P  [author] 28 Sep, 2015 @ 5:54pm 
Nope!
DisguisedCorpse 28 Sep, 2015 @ 5:52pm 
Hey this is a great example of a ship AI program, could you add one thing for me? a system to moniter ammo in interior turrets and indicate when and where low or empty turrets are
Craig P  [author] 18 Sep, 2015 @ 5:59am 
I thought about implementing that, but then I realized you can't slot sounds into sound blocks. You can only hit play. In which case, the sensor can just play it directly.
crump 18 Sep, 2015 @ 5:20am 
Is there (and if there isnt, can you please add it) a small funtion where, if you name a sensor a specific name Tyr will play a certain sound on the sound block closest? That would be really useful for stealth scenarios, security and the like.
Craig P  [author] 4 Sep, 2015 @ 10:43am 
It's definitely those values. Zoom out, zoom out. Or disable the map drawing entirely, if you like.
✪ Vampy™ 4 Sep, 2015 @ 7:44am 
I did a bit of editing to thee fudge bit and it's still giving me the same error
✪ Vampy™ 4 Sep, 2015 @ 7:25am 
Oh okay thanks tonnes, and yes I do have a pretty big ship xD I'll go try it now and get back to you
Craig P  [author] 4 Sep, 2015 @ 5:48am 
@Zombie: You have a big ship and Tyr is trying to draw too detailed of a map. You'll need to adjust the zoom and blur settings to keep it under control. They should have comments above them saying that they tend to cause or clear up that problem.
✪ Vampy™ 4 Sep, 2015 @ 1:23am 
So...I tried running your script on a server of mine and I keep getting "Script execution terminated, script is too complex"
data1chi 27 Jul, 2015 @ 10:32pm 
keen's made a few more undocumented changes again by the looks of it. I realy wish they would keep on top of that to give you programmers an easier time :/
Craig P  [author] 26 Jul, 2015 @ 12:36pm 
Interesting.
RyansPlace 26 Jul, 2015 @ 12:25pm 
I mean the latter. Tyr will trigger an alarm after damaging a block. I repaired the block, rebooted Tyr (even cycled the programmable block's power) then damaged a another block (tried redamaging the same block and damaging different blocks). Tyr does not trigger the Alarm Timer in either case until use the check code function on teh programmable block. This feature worked fine before 1.091.
Craig P  [author] 26 Jul, 2015 @ 11:19am 
Ohhh, I see.

It's been a while so I don't remember the specifics. However, I don't think this version of Tyr is smart enough to trigger an alert when there is a damaged block and another block is damaged. Do you mean that, or do you mean that even if a damaged block is repaired and a new block is damaged, Tyr doesn't fire the alarm?
RyansPlace 26 Jul, 2015 @ 10:53am 
Apologies fo rthe slang. I was referring to triggering the Alarm Timer. Once it's triggered, the only way to trigger it again is to use the check code fucntion on Tyr's program block. Rebooting tyr doesn't seem to work. I get the reboot message on the status screen, but grinding a block will not cause the Alarm Timer to be triggered.
Craig P  [author] 26 Jul, 2015 @ 7:42am 
I don't know what "Tripped" means.
RyansPlace 26 Jul, 2015 @ 2:18am 
I've tested Tyr a number of ways and there is a issue with resetting the timer block. Cycling the program's block power or running it with the reload argument does not completely wipe Tyr's memory. If the timer is tripped, the script has to be recompiled to get it to trip again. Can you look into that?
Craig P  [author] 23 Jul, 2015 @ 12:40pm 
@RyansPlace: Call with the argument "reload" to reset Tyr, but I don't know if I checked it for timer changes.
RyansPlace 23 Jul, 2015 @ 10:40am 
Tracking. I copied your update to a new PB, then migrated all my settings from the old script.

I found a problem. The only way to reset Tyr is by recompiling (checking) the code.

Details: If I grind a block after initial load of the world, Tyr detects it and triggers the assigned timer block. After repairing the block and rebooting tyr, I ground that block again along with another one. Tyr registered the destroyed blocks on the status display, but doesn't trigger the timer block. Rebooting didn't change the result. It was only after recompiling the code that Tyr will trigger the timer block.

I do like how the off block stack is pushed down by any damaged block reports. I was going to suggest moving the off blocks to another LCD, but this seems to work well.
Craig P  [author] 23 Jul, 2015 @ 6:01am 
@Ryan Just need to switch out all the references with the new wording. It's not fixing it in one script that's the problem, it's that every ship that's ever been released with Tyr is using the old version and each one needs to be fixed. While keeping their settings.
RyansPlace 23 Jul, 2015 @ 12:57am 
awesome, I was researching how to fix it myself. What did you change?