Space Engineers

Space Engineers

Phoera's PB API Extender
49 Comments
spidererrol 5 May, 2019 @ 11:54am 
This doesn't appear to work with the current version of space engineers (1.190.1) at least the extended IMyAssembler properties are no longer available.
Exis 2 Dec, 2018 @ 5:15pm 
I had a very odd crash related to this mod, whenever i placed a rotor it would crash my game. I have alot of mods installed but the only reason i singled out this one was because of the log.

@phoera PM me if you want the log.
Phoera  [author] 23 Jul, 2018 @ 3:12am 
not exactly, since those data not avaliaiable to modAPI(at least was not, when i was last time in SE)
so to do that, you must rewrite those subsystems in modAPI.
lblackthorne 21 Jul, 2018 @ 9:05pm 
I know this mod is a bit old, but do you think it might be possible to add the ability to get a list of detected items from the antenna and ore detector?

I've been considering something similar to give myself the tools I can't get from KSH.
Phoera  [author] 1 Feb, 2017 @ 10:13am 
you have same file in game folder.
maskisland 29 Jan, 2017 @ 8:44pm 
Finally get this right by reading the xmls on github repo.

The Id for Construction Component is Actually ConstructionComponent.
so for Girder, computer and motor.
maskisland 26 Jan, 2017 @ 10:45pm 
For the assembler queue manipulation. For some reason the following items does not response to add to queue command:

MyObjectBuilder_Component/Construction
MyObjectBuidler_Component/Girder
MyObjectBuidler_Component/Computer
MyObjectBuidler_Component/Motor

Also tried id without "MyObjectBuilder_", same result.
Phoera  [author] 20 Jan, 2017 @ 3:36am 
I will update it on weekend.
i forgot about it, sorry.
Brewmeistor 18 Jan, 2017 @ 9:37pm 
Hi, is the ability to set the font name for IMyTextpanels in the Stable build? Will it be part of the ModAPI.Ingame namespace and not require a separate mod to implement?

Yes, I would like to switch to the Monospace font via a Programmable Block script.

Thanks,
Brew
Gilbertus Albans 11 Nov, 2016 @ 4:32pm 
My bad. Confirmed. Works. Keep up the good work.
Phoera  [author] 11 Nov, 2016 @ 2:24pm 
they both have blocks in them, difference mainly in value part.
but first will return their ingot costs.
+ also first will have component recipes as well(also hand items too)
second must return block recipe in components only.
Gilbertus Albans 11 Nov, 2016 @ 1:50pm 
I second Georgik. Great job. Another comment though:
Both "AssemblableItems" and "AssemblableBlocks" properties seem to return blocks and not the components as keys.
Georgik  [developer] 11 Nov, 2016 @ 6:58am 
I hope these features gets soon in vanilla. Good job.
Phoera  [author] 11 Nov, 2016 @ 12:07am 
fixed.
was my error. i forgot that cube blueprints are special one.
Gilbertus Albans 10 Nov, 2016 @ 3:11pm 
Now it says:
"An item with the same key has already been added."
at the same point. Is it possible that there is a duplicate key for AssemblableItems?
Gilbertus Albans 10 Nov, 2016 @ 2:46pm 
Thanks a lot. But now I am getting an exception like:
Property AssemblableItems is not of type IDictionary`2, correct type is IDictionary`2
when I use:
GetValue<IDictionary<string, IList<KeyValuePair<string, float>>> >("AssemblableItems")
Weird huh.
Phoera  [author] 10 Nov, 2016 @ 2:18pm 
also there is pinned discussion with all api list.
Phoera  [author] 10 Nov, 2016 @ 2:17pm 
yes, that one removed. use 'AssemblableItems' instead.

i can return them for PB itself if this is demanding(but with configurable disabling, cuz those one can give info about hidden blocks also or just thigs which not craftable)
can add categoryzed view for assembler(tab=>blueprints)
Gilbertus Albans 10 Nov, 2016 @ 1:56pm 
@Phoera I did not mean your mod. I meant whole of Space Engineers for C++. :)
Btw, did the update break this mod. I am getting exceptions saying: Object reference not set to an instance of an object. I tracked the issue to
GetValue<Dictionary<string, List<KeyValuePair<string, float>>> >("ReadComponentBlueprint")
Phoera  [author] 10 Nov, 2016 @ 1:37pm 
btw, update came.
Phoera  [author] 10 Nov, 2016 @ 1:36pm 
@Gilbertus Albans no point in converting to C++, cuz game written in C#.
Phoera  [author] 5 Nov, 2016 @ 2:48pm 
@Cheetah, i will look.(but i don't think i will add world-settings values)
i am now do full revamp of mod with expanding data.
Gilbertus Albans 1 Nov, 2016 @ 12:39pm 
Simply, thank you. I do not like to use mods, but Keen is so slow. I have been digging into source codes for assembly queue access for a week now, and the possibility is there. Someone even wrote code and tried to merge it. There are 3 IMyAssembler interface among the code. One interface has the functions but is not exposed to ingame scripts. And even the minimal interface does not work. Documentation is close to non-existent.
This should be part of the vanilla game. Well, if they keep this up, I might give a hand to my friend who is converting this mess of a C# to C++. I don't know if some C#'ers might be out of business then. :)
Cheetah 31 Oct, 2016 @ 10:15pm 
Can you add IMyCubeGrid.DisplayName readable from Cockpits ("ShipName" property)?
Silver Lloyd 18 Oct, 2016 @ 6:41pm 
Haha i used to use the gamer pic u do (Phoera)
Cheetah 3 Oct, 2016 @ 4:11am 
Can you also add Large Ship max speed and Small Ship max speed readouts to cockpits and RCs?
AFAIK they can be found as "MyDefinitionManager.Static.EnvironmentDefinition.LargeShipMaxSpeed" and "MyDefinitionManager.Static.EnvironmentDefinition.SmallShipMaxSpeed".
spidererrol 22 Sep, 2016 @ 2:37pm 
@Phoera, thank you that has fixed my issue and now my assemblers are merrily keeping my base stocked up. Thank you for an awesome mod!
Phoera  [author] 22 Sep, 2016 @ 2:08pm 
@Cheetah, nevertheless i must make it less harmless for perfomance.
i have idea, will test later.
Cheetah 22 Sep, 2016 @ 10:07am 
@Phoera, you can as well release it standalone.
Phoera  [author] 22 Sep, 2016 @ 5:50am 
@spidererrol, fixed.

@Cheetah, first added. property ReadComponentBlueprint.
i will look into Antenna idea, but later, need to keep mod harmless for perfomance
Cheetah 21 Sep, 2016 @ 5:41am 
Can you add the component costs for Assembler? I.e. I have a blueprint of a ship, and I want to know how much it will cost me in ingots.

Also, can you add a property for Antenna which would list every antenna (and beacon) seen from this antenna, so the drones are not so blind?
spidererrol 21 Sep, 2016 @ 12:20am 
Assembler SetQueue and AddComponentToQueue are not working for me. SetQueue will only empty the production queue. AddComponentToQueue throws "Object reference not set to an instance of an object". I am adding new KeyValuePair<string,int>("SteelPlate",10) in my tests.
Phoera  [author] 7 Sep, 2016 @ 5:14am 
as i see, nothing new in ModAPI for my mod. it still working in stable(just tested)
Cheetah 21 Aug, 2016 @ 3:47pm 
Stable branch finally got the ModAPI update. Can you please refurbish the mod so it will support the new ModAPI?
Phoera  [author] 20 Jun, 2016 @ 10:12pm 
@posthy , sadly but i have no access to that value.
Phoera  [author] 20 Jun, 2016 @ 9:59pm 
i found error, must work now.
Sorry for that.
Shroom 20 Jun, 2016 @ 8:55pm 
Worst case scenario, just revert to the version you had before your update from last night, that didn't have any issues.
Shroom 20 Jun, 2016 @ 8:53pm 
No problem just reporting what I can.
Phoera  [author] 20 Jun, 2016 @ 7:50pm 
i will check, hope this is my error and i can fix it.
did not tested it in MP.
sorry
Shroom 20 Jun, 2016 @ 7:22pm 
This mod is preventing clients from connecting to my dedicated server as of today (6/20). Server was updated for maintenance around noon EST and everyone has been unable to connect since - they can go through all the loading, but as soon as they finish loading the world and are about to get to the med bay selector, the game will CTD instantly and offer you to send in a crash log to Keen.

I tried various things like deleting my server mods folder, server world file, deleting certain things from world file, etc. It was when I tried to create a new world that I figured out the issue because the server would crash upon trying to create a world, and the crash log pointed to this mod possibly being the culprit. After removing this mod from the server mods list, I am now able to connect to the server without crashing.

End bit of my server logs showing it finishing loading and subsequently crashing: http://pastebin.com/KvN1kkdp
posthy 20 Jun, 2016 @ 4:34pm 
@Phoera: Nice mod! Could you please look into it if ship's altitude in atmosphere could be added to Remote Control block?
Cheetah 20 Jun, 2016 @ 5:25am 
Thanks!
Phoera  [author] 20 Jun, 2016 @ 5:08am 
i meant "<0" must be together.
but any way, ty.
will fix it
Phoera  [author] 20 Jun, 2016 @ 5:07am 
may be i wrote not very accurate description here(this one was first, before forum), i will copy from forum, that one sound better.
"any value less then 0 is Patrol mode
any value equals to 0 is Circle mode
any value greater then 0 is One Way mode."
same with return value.
this way i must not boundary check value.

about your request for toolbar, i looked into it, i managed how to do it.
but problem that this will be complicated property(cuz as you see i must walk around allowed types), so i must do one good sample wrapper class.
and as i say, this will be separate mod.
Cheetah 20 Jun, 2016 @ 3:39am 
Thanks. Also, description appears to be not accurate, about AutopilotType. You wrote all zero for the values.
Phoera  [author] 20 Jun, 2016 @ 3:38am 
Small update come.
2 new items, one item added by request.
Cheetah 18 Jun, 2016 @ 1:20am 
You did what Keens shall have done a year ago. Nice work!
Cherono Lord 13 Jun, 2016 @ 7:39am 
nice :)
going to try this soon :)