Space Engineers

Space Engineers

Automatic LCDs 2
2,771 Comments
GOD OF WAR 27 Jun @ 6:18pm 
Is there away to add targeting information?
Gromit 18 Jun @ 11:29pm 
@CrankyOldMan: this is not a mod, it's a script so it will appear in the scripts list when you will open a programmable block properties If you have of course enabled in-game scripts in the world settings :se:
CrankyOldMan 18 Jun @ 9:21pm 
In-game browsing of workshop doesn't show it, either....
CrankyOldMan 18 Jun @ 9:19pm 
I'm having issues as well. I'm subbed on the workshop, but it doesn't appear in my mod list when I start a new game. Version update maybe?
MMaster  [author] 18 Jun @ 12:25am 
@Nolabritt I see. Weird. I've never heard of such issue. It sounds like locally modified script. I have tested it on completely fresh profile with no local data and the script that is downloaded from workshop has correct size with no extra whitespaces.
Nolabritt 17 Jun @ 7:42pm 
More specifically, I am subbed on the workshop and when I select it via "browse scripts" and I "copy to editor", the script copies as 143400/100000 characters in the programmable block editor. I have been using this script for years with no problem, this is very recent which means it may be due to other mods. I am able to pull old copies of the script from blueprints, and they have a proper 96637/100000 count. Comparing each in VS, the new copy is the same as the old except it has all standard formatting white space. The old script lacks all white space after the intro. Others would have run into this issue if it was a problem on your end, but the issue persists even if I start a new unmodded game... it may be a result of me messing with my game files on my end or something. I have copies of the script so I am not hurting, but if others bring this up then remember this data point
MMaster  [author] 14 Jun @ 6:24pm 
The script fits into programmable block character limits using standard way of subscribing to it and loading it into programmable block from list of in-game scripts using in-game interface.
I'm not quite sure what you mean by 'pulling script from the workshop' but if you mean downloading the script outside of game and then copy pasting it into the game then that is definitely not supported.
Nolabritt 14 Jun @ 3:16pm 
For some reason when I copy the script from the workshop, it is too long for the character limit. It looks like the code was formatted somehow and a lot of white space was added which pushed the code over the character limit. Has anyone had this problem when pulling script from the workshop?
Kham 9 Jun @ 5:36pm 
@RichDickPeter Is the guide not that already?
RichDickPeter 9 Jun @ 4:40pm 
Can you add a link to a list of JUST the commands? I hate digging through all this every time I come back to the game, I've even made a list of my own somewhere and lost it! seams like it would be the very first thing. Like in a guitar tutorial they just tell you the chords and play it once through for those who aren't total beginners to just get back to playing.
Leconite 6 Jun @ 4:08pm 
Group limited commands are working.
Show us the commands you are giving AutoLCD's, maybe we can help you troubleshoot it.
SavageReaper185 6 Jun @ 3:34pm 
i can not get the group commands to work, anyone else having this issue?
Leconite 27 May @ 5:14am 
Who, me?! Never!
Bullsh*T!

AA, AutoLcd's Anonymous? LOL! :-)
Fat7i Bonané 26 May @ 9:25am 
It's crazy how I simply cannot play without this script. Do you also spend hours making that perfect layout of info on your screens?
Leconite 23 May @ 4:33am 
In some situations, you can successfully get readable text on smaller LCD's by lowering the font size. I've done that to get GPS readouts on the Corner LCD Top or Bottom variants.
The Legacy 22 May @ 6:04pm 
Also, while I'm suggesting the below idea, an additional flag that replaces number truncation (ie. 1000 = 1 k) with the real number?
The Legacy 22 May @ 6:02pm 
Hi! Is it possible to make a variation of InvList (and other similar functions) where you can hide the label for the item in question (whether it be a damaged block, inventory item, etc)?

For example, using "L" as the modifier to hide the label, what I'd like to do is something like this, using the small LCD on the top right of the Turret Controller:

echo Top Port
echo Turret
InvListNNB * +autocannonmag
InvListNNL * +autocannonmag
InvListNBL * +autocannonmag

The chief purpose of this is so I can fit text in very small LCD's without causing it to bunch up like it's currently doing.

It HOPEFULLY is a simple addition, and this could apply for other functions as well. Thanks!
Leconite 21 May @ 8:31am 
Absolutely, MMaster, take care of yourself first, SE isn't going anywhere, the script update can wait.
Slug 21 May @ 8:24am 
@MMaster: Wow, you're a legend. Hope you're feeling better soon!
MMaster  [author] 21 May @ 7:12am 
Please check the Prototech components/blocks discussion

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/822950976/591764302717843851/

I've tried to list the Add() items lines there for testing (prototech items will still not be shown for 0 items intentionally as is described in that discussion). If everything will be fine and nothing is missing I will publish the changes.
MMaster  [author] 21 May @ 6:12am 
If someone is willing to help me and make my life a bit easier would you be able to list the items that are missing in the Prototech components/blocks discussion that would help a lot (no need to list item ids, just their names). Thanks!
MMaster  [author] 21 May @ 6:00am 
I'm sorry Prototech components were not added to list of items in the script yet. They will be shown if they are in the container, but their name is just automatically made up from item id and there are no short names. Unfortunately I'm fighting sickness for a last few months already and haven't been able to get to it. I will try to do it asap.
Slug 21 May @ 5:15am 
V2.0200 yes? So yeah, while I can see prototech items, it's simple showing up ingame as "Prototech "x": 1" No bar indicator. I've had a crack at simply trying to add them in like you'd do for a modded item, but no joy. I'm not sure if it's simply because I'm doing it wrong (Good to even odds that I am :blissful_creep:), or that due to not knowing what the those items actual item ID's are I can't simply type out the line "Add("Prototech Frame", "Component", 100);" etc (If SOMEONE does know how to add in the prototech items, please, my OCD begs of you, tell me your secrets!). :sad_creep:
Leconite 21 May @ 4:48am 
I know MMaster added a lot of the vanilla items in the most recent update. Check if you are running the latest version. Forgetting to check for script updates has gotten me before. :-)
Slug 21 May @ 4:36am 
@Leconite, Yes. I noticed that too, but they were only listed as a random item, not like the rest of the base game components/ingot/ore etc etc. I simply thought that MMaster hasn't gotten around to adding them like the other vanilla items. :nonplussed_creep:
Leconite 21 May @ 4:19am 
The inventory related commands seem to pick them up automatically. I found some prototech components in planetary encounters and they displayed along with the rest of the regular components. Same with prototech scrap, displayed right along with the other ores that I had.
Slug 21 May @ 4:08am 
@MMaster Sorry to bother you, but have the prototech components/items etc been added to the script as of yet? If not, is there an ETA? Thanks in advance! :happy_creep:
RedGan 5 May @ 2:58pm 
Hi, I would like to know, is everyone's mod working fine now, everything is great?
Kham 28 Apr @ 1:21pm 
As the guide states, the Gravity command "Displays natural, artificial and total gravitational acceleration (in m/s²)"

You're using the individual variants, which you should only use if you only want to display one of them or want them all on different lines.
E P I C M O M E N T 28 Apr @ 8:06am 
Could be me, but I couldn't find anything, and if you just type out all the gravity commands in a row (GravityNatural GravityArtifical GravityTotal) it will only display the first one (GravityNatural)
Leconite 28 Apr @ 5:10am 
It's in the guide, referenced above.
Just might be the gravity command? ...
E P I C M O M E N T 27 Apr @ 6:24pm 
quick question, how could I recreate how the gravity is set up on the fourth screenshot? I can't seem to figure out how to get natural, artificial, and total gravity on the same line.
Kham 11 Apr @ 1:54pm 
@Swann Glad that got it going. :)
Swann 10 Apr @ 12:31pm 
@Kham Thank you for providing a version number. In the end you were right. Even though all my tests have been brand new games and worlds, apparently I've been loading v:2.0184 for the last year from some kind of local copy. Notably that version does support custom titles but only for the Power commands and not the Cargo ones. I'm good now.

Big thanks to Kham and Leconite for helping me.
Kham 6 Apr @ 10:35am 
@Swann the custom title override is still working fine in my test world.
Be sure to check your PB is running the latest version of the script, or at least V2.0194 since that's when the override was added.
Swann 6 Apr @ 8:47am 
Leconite:
That's a good thought but I've tried that all different ways. The braces are definitely not the problem.

None of these work correctly:
Cargo {*} {Stuff:}
CargoAllP {Chas Cockpit} {Junk:}
CargoAllP {Cargo} {Containers:}
CargoAllP {O2/H2 Generator} {O2/H2:}

The custom labels worked about a year ago but they haven't worked for a long time.
Leconite 6 Apr @ 4:38am 
Shameless plug here, but this might give you some of the information that you want.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3304775408
WardenWolf 5 Apr @ 1:47am 
Could you add a function to estimate how long your ice will last at current consumption levels? Right now we really have no way of knowing this, so figuring out how much of our cargo to devote to ice is nearly impossible.
WardenWolf 1 Apr @ 4:58pm 
All right. I'll post on the Water Mod, then, since it sounds like the problem is there.
MMaster  [author] 1 Apr @ 4:56pm 
As I'm saying all the script does is ask the game: Tell me the Sealevel elevation of this ship controller (cockpit) and the game returns the value that the script shows.

Here is the code:
if (!primaryController.TryGetPlanetElevation(MyPlanetElevation.Sealevel, out seaElevation))
seaElevation = double.NaN;

There is nothing more to it. So there are few options: either the game is wrong about what it is telling in-game scripts, or the weather mod is wrong, or all of it is wrong :D But unfortunately there is nothing I can do about it.
WardenWolf 1 Apr @ 4:51pm 
It doesn't match the Water Mod's own Altitude option, which shows height above sea level.
MMaster  [author] 1 Apr @ 4:40pm 
The script just returns what the game says - it doesn't have its own way of figuring out that altitude so if its true - well .. that's how it is :)
WardenWolf 1 Apr @ 12:51pm 
Just an FYI, AltitudeSea is returning inaccurate data, showing numbers higher than the regular altitude above ground when flying over water.
Leconite 30 Mar @ 12:26pm 
You may need to put the asterisk inside of these {}.

I can verify that this works as intended with custom labels.
CargoAll {C:*} {Ship:}
CargoP {C:*} {Cargo System:}
Swann 26 Mar @ 12:06pm 
Is anyone else having trouble with the custom labels argument?
This command doesn't seem to work:
Cargo * {Stuff:}
It always displays with a label of "Cargo Used:" instead of whatever I put in the braces.
variantschema 27 Feb @ 12:54pm 
Is there a way for AL2 to display local weather, or am I stuck dedicating a screen to the vanilla app? Sorry if this has been asked and answered.
PallyDanaRama 22 Feb @ 7:44pm 
I'm trying to make a panel show whether a piston is extended or retracted, and I learned that:

"PropsFloat {Piston Status} {Velocity}"

will print a positive or negative number, which is effectively all I need. I used:

"PropsFloat {Piston Status} {Velocity}
echo
echo
echo 1 = Extended / -1 = Retracted"

...to give a key, but I was wondering if there's a way to make it automatically replace "1" with the word "Extended" and "-1" with the word "Retracted"
Overseer BigD|ckDave.YT 14 Feb @ 11:24pm 
Bumping @Vlads comment,
I use drill system with pistons. when i use a lot of them the value that is used is .002,
id love to be able to see more values like this? or atleast a way to shift the value from whole numbers.
Gromit 10 Feb @ 8:56am 
@ShiroTheSane: try this one:
Inventory * +all -component -tool -ammo

Hope this helps :se:
ShiroTheSane 9 Feb @ 2:49pm 
@Gromit I don't think I need to specify a container when its for the whole grid? I actually tried a few variants of commands but the common gist of it was this: Inventory * +all -components, tools, ammo. None of the arguments seem to be registering no matter how I lay them out and I'm now confused as shit, because I know I've done this before somehow