Space Engineers

Space Engineers

Ship Manager
63 Comments
Random 25 Sep, 2022 @ 4:41pm 
damage control is in the script but not documented here
kn-heal 17 Sep, 2021 @ 8:09pm 
update plz
Thaleosaurus 8 Feb, 2020 @ 10:38am 
Hey.
This is one of my mandatory scripts on all larger ships I make. Love the work you've done.
Are you still willing to update it, there are some things I'd like to se if is possible,

for instance: even when excluded the script turns power back on for doors with [excluded]
jackik 28 Sep, 2018 @ 10:14pm 
Perhaps even tags for backup systems (could be almost achieved right now via the redundancy manager, but not in the same functionality) that only activate in dire situations and main reactors that are online most of the time unless the system is essentially sated.
jackik 28 Sep, 2018 @ 10:14pm 
Well, but vanilla batteries don't take other factors in mind, such as reactor output and solar power.
Ideally reactors would only be drawn from if all other factors won't be able to fully supply enough energy for a certain amount of time. Using Uranium when it's not necessary is a waste and having a centralized system for management is better than having a dozen PBs for each component, that's why i asked.
Actually, is it possible to sort blocks by powerdrawn? If the script were able to detect when the power wouldn't be enough for more than X minutes (with reactors) and would then try to deactivate the most demanding block (then trying again to check if it's enough (and perhaps with possible arguments)) that would make it a lot more resilient energywise.
Anubis 28 Sep, 2018 @ 8:47pm 
any chance you might add an autolevel feature for large ship bases?
ZerothAngel  [author] 18 Aug, 2018 @ 12:11pm 
What sort of battery management features did you have in mind?

This script did used to have a battery management module, but with changes to the power API along with "smart" batteries (i.e. leaving all battery option unchecked), I decided to remove that module.

I haven't checked things lately though...
jackik 10 Aug, 2018 @ 3:55pm 
Have you thought about adding a battery-reactor management feature? That would make it perfect for me. Though i can always use another script in additon.
paulhamm 21 Jul, 2018 @ 7:46am 
I only tested the vent O2 system as that is all I am using atm.
paulhamm 21 Jul, 2018 @ 7:43am 
SubtypeName is depreciated the fix is to manually change Line 762 of the script.
change this
var subtypeName = item.Content.SubtypeName;
to this
var subtypeName = item.Content.SubtypeId.ToString();

and the script works.

There are several scripts that need this change.
Content.SubtypeName with Content.SubtypeId.ToString()
dRuPpI 11 Jun, 2018 @ 5:41pm 
is there a way to auto turn on / off interior lights when you enter / leave a room, with out messing around with sensors and groups
fowlplay_uk 22 Jan, 2018 @ 1:03pm 
It's cool as is. I can make do. I've always go a ship running hydrgen lying around anyway. Can't get on with Ion Thrusters. Not enough power
ZerothAngel  [author] 22 Jan, 2018 @ 12:02pm 
Yeah, no H tank is a bit of a problem. If you put a bottle in the oxygen generator and then manually flip it "on," it should activate for about a second. Is that enough time to refill? (You'd have to enable auto-refill of course.)

Other option would be to slow down the oxygen manager to 2-3 seconds, so it does have enough time.
fowlplay_uk 22 Jan, 2018 @ 10:51am 
Ahhhhh...the tank. Why did I not think of that? I've been throwing them directly into the generator like a muppet. I don't have a hydrogen tank on board though. I've been filling up using a docked ship. I'm guessing there's no way round that yet looking at your description on the mod? Rather than fitting a tank obviously...
ZerothAngel  [author] 21 Jan, 2018 @ 7:32pm 
Where are you refilling your bottles? I usually access the conveyor network and throw them into an oxygen tank.

...though I haven't tried recently.
fowlplay_uk 21 Jan, 2018 @ 4:58pm 
@ZerothAngel Love the script. Can't live without the oxygen manager for my airlocks. Question though, how do I refill my bottles? Do I need to create another oxygen tank that's not on my conveyor grid? I'd rather not if there's another way :steamhappy:
ZerothAngel  [author] 12 Jan, 2018 @ 6:45pm 
Fixed, thanks for letting me know!
Doctor Octoganapus 11 Jan, 2018 @ 10:53pm 
@ZerothAngel Appears to have broken in the latest patch
Drake Bryan 29 Apr, 2017 @ 9:35pm 
@ZerothAngel Copy that my man. Awsome scrip
ZerothAngel  [author] 29 Apr, 2017 @ 2:19pm 
Just warnings. It's perfectly normal...
Drake Bryan 29 Apr, 2017 @ 12:46pm 
Is anyone else having problmes with this scrip. On the ship that I'm using it's telling me this. http://prntscr.com/f2bfzf
ZerothAngel  [author] 22 Nov, 2016 @ 6:46pm 
Nope, still works. Just tested it.
jokerace45 22 Nov, 2016 @ 4:20pm 
So this is currently broken ?
Anach 19 Aug, 2016 @ 8:37pm 
The lambda bug? I'm surprised that wasn't in a hotfix ASAP.
ZerothAngel  [author] 19 Aug, 2016 @ 8:18pm 
I actually had it fixed like 2 months ago, but no problem. ;) Yesterday's breakage was due to some other thing they broke and then fixed... and then broke again.
Anach 19 Aug, 2016 @ 7:17pm 
You've been busy! Thanks for the updates.
ZerothAngel  [author] 18 Aug, 2016 @ 7:44pm 
Currently broken in stable due to this bug [forums.keenswh.com]. I'll update the workshop version whenever that fix goes out.
Theonlylee 27 Jul, 2016 @ 3:11pm 
yeah it was hilarious how they intoduced the lates bugfixes "we here at keen have fixxed the issue that renders no oxygen near sliding doors" on the other hand you should probly just shut oxygen off all together. !?WTF!? did they just say lololol
ZerothAngel  [author] 27 Jul, 2016 @ 1:42pm 
Cool, cool. Yeah, this game is way too buggy, which is why I'm taking a long break from it. ;)

I saw recently that they gave up on oxygen/pressurization, so now it defaults to off in the world settings. Really stupid, IMO, but oh well...
Theonlylee 27 Jul, 2016 @ 11:16am 
ohhhhhh k so 1 i really dislike the devs of this game. that being said i really appreciate your help but my problem was i needed to restart my map for some reason tried multiple settings including the way in the pic you shared with me and it just did not work til i saved you a copy of my world and resarted im glad i looked though you would have thought i was really dumb cuz the way it just worked for me it would have worked as soon as you loaded into it... again thank you!
ZerothAngel  [author] 27 Jul, 2016 @ 10:11am 
You looked at my diagram and created those 3 groups? (Or groups like those 3 groups...)

Post your blueprint someplace, doesn't have to be on the workshop, and I'll have a look later in the evening.

You're running stable, I'm guessing? Because I'm sure this script is broken in the development branch. I'll have to switch back to stable and that might take some time because of my slow internet.
Theonlylee 27 Jul, 2016 @ 10:01am 
all oxy tanks are at 54% across the ship what the chances i can have you join me and show me what i did wrong? im new to this im sure im missing somthing but this is soo frustraiting im close i have to be half of it works
ZerothAngel  [author] 27 Jul, 2016 @ 9:57am 
Oxygen tanks have room?

If they're at 100%, the airlock won't depressurize and it won't unlock the inner door.

Since hydrogen was added, I switched to having each airlock air vent connected to its own oxygen tank. Seems to work better that way since the presence of an hydrogen tank on the conveyor network will throw off the oxygen manager (because they look the same as oxygen tanks to scripts).
Theonlylee 27 Jul, 2016 @ 9:46am 
yes im still working on it i got the outside door to open and close while pressure and depressure the room but i still have no interaction on the inner door i.e. wont lock or open or close with script control
ZerothAngel  [author] 27 Jul, 2016 @ 9:42am 
Since you mention my ship, I'm guessing you're asking about the "complex" airlocks feature?

I'm not much for videos, so here's an MS Paint diagram instead [i.imgur.com]. ;)

Then you send the prog block "commands" by using the PB arguments (best to do this on a button panel, like I have on my ship).

1. "space AirlockMain" (don't type quotes) to open the space door
2. "open AirlockDoorInterior" (no quotes) to equalize pressure and open the inner door. Doesn't matter if the interior air vent is pressurized or not, it will try to match pressurization.

There are other commands too described in my docs, but those are the main ones.
Theonlylee 27 Jul, 2016 @ 12:36am 
cant get it to work on my ship pasted your ship and reloaded script runs fine but cant get airlock feature to work im sure im doing somthing wrong but i have read this post half a million times and still dont see what im doing wrong a video of it being set up would be very helpfull!!
Engi 25 Apr, 2016 @ 7:00pm 
I will try it out. Thanks!
ZerothAngel  [author] 25 Apr, 2016 @ 5:57pm 
Found a bug while trying to reproduce your problem. Might be what you ran into, might not be. Anyway, all the scripts that have the damage control module have been updated in the workshop.
Engi 25 Apr, 2016 @ 4:45pm 
I tried to try out the damage control feature in this script but got no response when I ground down a flight seat. There was no HUD indication of damage. I made sure the module was set to true at the top of the script and I own everything and my antenna was on and broadcasting. Any ideas?
Engi 24 Apr, 2016 @ 7:28pm 
Never mind, I forgot to relaod the script, it works like it should. Thank you.
Engi 24 Apr, 2016 @ 7:25pm 
Wait, so it will close the doors in the group AutoClose<whatever> but what about doors not in an autoclose group? Like my hangar doors, will they still be closed by the default method? Or does the presence of a autoclose group shut off the default mode?
Engi 24 Apr, 2016 @ 7:20pm 
You are the bomb! Thanks
ZerothAngel  [author] 24 Apr, 2016 @ 7:09pm 
All done. Though I usually write my scripts to operate on group name prefixes -- but that should be easily editable. See the "Auto door closing" section above for more details.

It follows the old behavior if no groups are found.
Engi 24 Apr, 2016 @ 6:03pm 
Group based is a great idea! That would solve all the problems I'm having. My airlock doors are already in a group, my hangar doors are too and I tend to group doors too so I can open and close them with a hot button. +1
ZerothAngel  [author] 24 Apr, 2016 @ 4:29pm 
All doors look the same to scripts, which is why it checks the "definition display name" for "Airtight Hangar Door" (which is independent of what you actually name it). I don't want to add support for specific modded doors, but I can look into making it easier to add their definition names to the script.

And I dislike tagging too, which is why most of my scripts are block group based. But tagging still makes sense for exclusions.

Alternatively, I've been wanting to make the door auto closing module group-based. It would also make it possible to have different time delays for different sets of doors.
Engi 24 Apr, 2016 @ 3:31pm 
Yes with respect do auto closing. Is there a way to singularly do it in the program the way air tight hangar doors are? Renaming things is tedious and has to be done when you build new blocks when some get destroyed or add new blocks. When you display their status on an LCD screen now it has a really long name with random words like excluded and what ever other tags you have to use for other scripts after it. I dislike tagging things
ZerothAngel  [author] 24 Apr, 2016 @ 3:20pm 
With respect to automatic door closing? If you put "[Excluded]" in the name, they'll be ignored.
Engi 24 Apr, 2016 @ 2:11pm 
How do I make this ignore moded air tight hangar doors, like the large armor gates by MMaster?
ZerothAngel  [author] 9 Mar, 2016 @ 9:48pm 
It starts timers with a specific string ("1 second loop") on all connected grids. The timers of docked ships/drones stop running sometimes, so as long as the mothership's script is still running (this script), they'll start up again.

It's something I've found I need, but I'm not sure if it'll be useful to anyone else, so I don't document it. :P
TThor 9 Mar, 2016 @ 8:42pm 
what is "Timer Kicker"?