Space Engineers

Space Engineers

Power Display and Manager (Obsolete)
201 Comments
Morphik  [author] 17 Feb @ 3:20pm 
A lot has changed in SE as far as power production and batteries. I am going to tag this as obsolete until I get a chance to look into the issues. My apologies.
SledgeHammer43 11 Feb @ 2:11pm 
I got the message :"Script execution aborted. Script is too complex. Please edit and compile the script again "
God Of Hellfire 18 Jan @ 3:06pm 
love the script but it reports 2 batterys when my base only has one any idea ?
Gorr Cabal 22 Nov, 2024 @ 2:28pm 
I got the message :"Script execution aborted. Script is too complex. Please edit and compile the script again "
Old Bob 10 Jul, 2024 @ 8:46am 
USED TO BE MY GOTO PROGRAM FUNTIONS FUNNY NOW
big_blue_4101 3 Jun, 2024 @ 4:03pm 
how can i add modded power block to the script?
Space Trucker Steve 5 Oct, 2023 @ 7:41pm 
@Kartoffel use Event Controller block.
Kartoffel 14 Jul, 2023 @ 6:31pm 
Is there a way to make it so when it turns on the reactor it automatically changes a light group to a color similar to how you have the solar lights change?
OzzieWorm 9 Mar, 2023 @ 7:39pm 
For some reason this is turning on hydro engines on my connected ships. :/

@RobGoGames - that's local. Change it in the LCD settings from Debug (it's a terrible font type)
King Matt 👑 27 Jan, 2023 @ 7:54pm 
Is there a way to keep a block from being managed by the script? I have some reactors I want to always be on
gcherfz 29 Dec, 2022 @ 3:31pm 
you can change it in line 81, tho i find it weird why it´s at all defined in the script
Fenrir 27 Dec, 2022 @ 12:31pm 
Please allow the font size to be adjusted, it is rather hard to see
Rob Games 22 Nov, 2022 @ 11:41pm 
can you fix the font is very blury
[KV01] Tinker 3 Oct, 2022 @ 9:59pm 
I just lost a braincell
i dont understand
MadPolock 1 Oct, 2022 @ 1:24pm 
I forgot it needs to see the steam power turbines, these are actually what produce the power from the nuclear reactors and geothermal steam power.
MadPolock 1 Oct, 2022 @ 1:10pm 
Great MOD? Ok this mod does work with modded batteries, but it can't find them if you use tethers and poles to connect the power to other buildings. You have to have blocks connected between buildings. Also this mod can't find other types of reactors. I have a fusion reactor it can't find and the Industrial OverHaul nuclear reactors that produce steam it can't find. Isy Inventory Manager doesn't see these other types of reactors either. They might have a different name in the code, I don't know. But if you could get your mod to see them that would be great. Thanks.
three7s69 24 Sep, 2022 @ 12:18pm 
Oh yes sorry, I found the issue... PEBCAC. My bad. :steamfacepalm:
Morphik  [author] 24 Sep, 2022 @ 10:26am 
Whats different? I just ran the script last week and it looked like it was still working fine.
three7s69 21 Sep, 2022 @ 7:37pm 
Could we get this mod updated for the current version of the game?
[KV01] Tinker 21 Mar, 2022 @ 12:45pm 
Support for modded power blocks would be fantastic, keep up the good work!
MrFox 20 Mar, 2022 @ 3:15pm 
Support for modded power blocks plz
Ponkie 23 Sep, 2021 @ 7:27pm 
Can this be edited to display modded panels correctly? It looks like it recognizes them as normal ones
MrFox 23 Sep, 2021 @ 1:23am 
if power is to low, trigger a timer and/or other things. liek a super lower power saving mode?
max 11 Jul, 2021 @ 5:21pm 
to mount it on the cabin? and then with arc reactor it does not work
max 7 Jul, 2021 @ 11:19am 
per montarlo sul lla cabina? e poi con reattore arc non fuziona
[82AD] Incoming !!! 24 Apr, 2021 @ 7:58am 
Is there an option to disable the management part ?
Huski 16 Feb, 2021 @ 7:57am 
fix the engines. its annoying with them on constantly
Protheus 28 Jan, 2021 @ 12:50am 
The hydrogen engine question I also would like to know
Randyation 27 Jan, 2021 @ 3:20pm 
Anyone know how to make the hydrogen engines stay off unless I want them on to save hydrogen.
Ozi 11 Jan, 2021 @ 2:45am 
multi panel support?
Morphik  [author] 25 Dec, 2020 @ 6:27pm 
Sorry, I feel like a feature like that is out of my scope of coding knowledge.

But I have updated the script to reflect some the changes to some of the blocks.
Raszul 9 Dec, 2020 @ 2:04am 
love the script

but i ran into an issue with docked vehicles.

in my case my miner is refusing to turn off its hydrogen power plant while docked and keeps wasting ice - and that's even though the base it is docked to easily has enough power from its wind turbines to run itself and that miner with plenty to spare and has quite full batteries too.

could we get an option to turn off management of docked vehicles?
YeahKinda 26 Nov, 2020 @ 6:14pm 
"Script execution terminated, script too complex. Please edit and rebuild the script."
-Programmable block, when attempting to play the script.
Armigus 13 Nov, 2020 @ 10:13am 
You might want to have and recognize a tag on connectors like [NoMgmt] where it won't try to manage any subgrids on the other side.
Airomis 5 Oct, 2020 @ 11:43am 
Is it possible to have engines only turn on 1 at a time as needed? Same with reactors?
VisMann 19 Sep, 2020 @ 1:41pm 
Does anyone know if you can get this script to focus on batteries only on your base? I keep running into a small problem with it toggling auto/recharge on my ships and not having much control if the batteries on my ships may or may not have a charge.
big_blue_4101 16 Aug, 2020 @ 8:02pm 
@Foxbat I mention how to adjust the text size in an earlier comment.
=Longhooter= 12 Jun, 2020 @ 10:35am 
script wont run any more please update its not working it keeps saying that the script is to complex and needs to be rebuilt
Foxbat 13 May, 2020 @ 9:01am 
How do I change the text size?:steamfacepalm:
[KV01] Tinker 29 Feb, 2020 @ 7:25pm 
space engineers oh space engineers, SON OF A GLITCH
HeavyDeception 19 Feb, 2020 @ 1:57pm 
This is what it says? Caught exception during execution of script:Index was outside the bounds of the array. at Program.Main(String Argument) at Sandbox.Game.Entities.Blocks.MyProgammableBlock.<>c__DisplayClass46_0.<ExecuteCode>b__0(IMyGridProhram Program) at Sandbox.Game.Entities.Blocks.MyProgammableBlock.RunSandboxedProgramAction(Action'1 action, String&response)
HeavyDeception 19 Feb, 2020 @ 1:53pm 
ok so I have an error can anyone help me?
Dr_Amnezio 5 Jan, 2020 @ 5:41am 
The script works for my big ship but not for my station...
It is like the station is corrupted because when I connected both, the ship is corrupted too and need a restart of the script and it works again but not for the station
OridenX 1 Jan, 2020 @ 10:14am 
started to get script is out of bound of array error. Won't run any more
BanRuh 9 Dec, 2019 @ 4:57pm 
Is there a way to turn off something to be able to turn on/off the reactors manually because my base don't have much uranium only 3 ingots and i want to be able to turn it on when i want but the script wont let me turn it off it goes off as so i click on
ErickXavier 🏍 20 Oct, 2019 @ 9:57pm 
By the way, if someone is trying to run this script on a server that turns off programmable blocks with heavy scripts, replace the line bellow:
Runtime.UpdateFrequency = UpdateFrequency.Update10;

with the next line:
Runtime.UpdateFrequency = UpdateFrequency.Update100;

Att' ;)
ErickXavier 🏍 20 Oct, 2019 @ 9:55pm 
Hey! Suggestion: You could add some lights that could show if the stored/generated power is sufficient to keep the batteries and other blocks powered. :) Same principle: green, yellow, red...
big_blue_4101 10 Oct, 2019 @ 11:13pm 
@ApexAlphaGaming, this is how i solved the problem.

// Solar Stuff
float solarC = 0; // Solar Current output
float solarM = 0; // Solar Maximum Output
float solarIM = 0; // Solar Ideal Maximum Output (based on Grid Size)

if (gridS == "Large")
{
solarIM = allSolar.Count * 20120; // Large Grid Solar Maximum
}
else if (gridS == "Small")
{
solarIM = allSolar.Count * 40; // Small Grid Solar Maximum

the "allSolar.Count * 20120" the number 20120 is what i fiddled with. the number will be different for you since it's unchanged. but yeah, i think i calculated the number of solar panels by their max rated output and changed the number so it read correctly.

hope this helps.
:)
Morphik  [author] 10 Oct, 2019 @ 8:17pm 
Sorry to have vanished for a while, I haven't played SE in a good while. I am not sure when I can devote any time to updating my scripts. I do apologize to all you that still use them.
ApexAlphaGaming 9 Oct, 2019 @ 6:29pm 
@big_blue_4101, how did you fix the percentage bars? Mine is off the screen as well