Space Engineers

Space Engineers

Corsairs Dream LED Controller Script
48 Comments
Guesn 25 Feb, 2022 @ 1:22am 
@Jerry If you read, can you just add an autorun in the script ?
Alturvexs 25 Jan, 2022 @ 8:00pm 
I subscribed but this is not showing up in the workshop in-game window. Can't use the script... NOT found.
Cpt.Friendly 26 Nov, 2021 @ 1:16pm 
Timerblock set to trigger its self, and programming block can only be set to Run and Run (have tryd to put the trigger now in argument) and run whit defult argument, i have grouped the LED's and named the group: Base Lights [LED: Noise spd:0.6 scale:0.15] nothing happends...
Cpt.Friendly 26 Nov, 2021 @ 1:08pm 
i dont get it. is this outdated?
Cpt.Friendly 25 Nov, 2021 @ 6:09pm 
I did make the light work but its now changing color ist just stuck at RGB colors no Noise or what its called
Stavinair Caeruleum 24 Oct, 2021 @ 6:02pm 
Also how do I find the coordinate of a block?
Stavinair Caeruleum 23 Oct, 2021 @ 11:24pm 
Stavinair Caeruleum 23 Oct, 2021 @ 9:06pm 
anybody got any decent presets?
Stavinair Caeruleum 18 Oct, 2021 @ 8:40am 
It works just fine, you just need to make the timer block also trigger itself.
QUICKSHIFT13 30 Sep, 2021 @ 5:49pm 
Doesn't work
Tech 9 Sep, 2020 @ 3:32pm 
it works fine
Zero Filth 20 Dec, 2019 @ 2:19pm 
Apparently the script is broken. Can't make it work - single, MP, creative or survival.
Azmodious 26 Nov, 2019 @ 8:30pm 
Is this script still working. I cut and paste the example tag from the script and it still does not do anything.
Pricey 21 Aug, 2019 @ 9:19am 
Please make a tutorial
jetblade545 29 Jul, 2019 @ 10:00pm 
idk dissector
Dissector 12 Aug, 2018 @ 6:39pm 
Does this work on the current version(1.187) of the game or am I doing something wrong?
Jerry  [author] 6 Nov, 2017 @ 6:43pm 
Sure
Kumpel Kumplowski 4 Nov, 2017 @ 3:40am 
Hey Jerry. Just started to make a video tutorial on your script, I sent you an invite on steam cause I want to run it by you and send you a video sample
Jerry  [author] 27 Oct, 2017 @ 9:13pm 
@Kumpel. Nice! :)
Jerry  [author] 18 Oct, 2017 @ 1:31pm 
@Trozzo. np
CONS 17 Oct, 2017 @ 1:12pm 
Ok sorry, brief update. My mistake, I found the issue. Instead on pressing the button "recompile" I was adding the command "recompile" to the PB and then start it. That's why I was getting the error. Everything works as intended, great script, sorry for the fake issue :p
CONS 17 Oct, 2017 @ 1:52am 
Sure I Will add the blueprint to the workshop tonight. Sent a friend request in the meanwhile to add you as coauthor and keep it private
Jerry  [author] 16 Oct, 2017 @ 6:59pm 
@Trozzo. Could you upload the offending ship?
CONS 15 Oct, 2017 @ 7:44am 
Got this error: Caught exception during execution of script: Object reference not set to an instance of an object.
I've added the tag [LED: Pulse spd:0.3 falloff:2] to my group of lights just to check what will come out, and just got that error. What I can say is that the PB is not in the same grid of the ship (rotor+small head = small grid PB) and not all the lights are on the same grid (like as the PB).
Jerry  [author] 10 Oct, 2017 @ 2:15pm 
Ps. Why would I ever have a reason against a tutorial. :) Feel free.
Jerry  [author] 10 Oct, 2017 @ 2:14pm 
Wow. Thats awesome. Honestly never thought my script could even be used that way. Try posting that onto the SE subreddit. They'll love it ;)
Kumpel Kumplowski 10 Oct, 2017 @ 2:00pm 
...also I want to make a tutorial for it if You have nothing against that. You can find my channel on YT under Kumpel Kumplowski and on discord https://discord.gg/uyy7SCW
Kumpel Kumplowski 10 Oct, 2017 @ 1:57pm 
Thanx so much !!! This is what I did on first try https://youtu.be/Ex_Ja5Gx-bg
Jerry  [author] 10 Oct, 2017 @ 1:52pm 
Oh oops. The documentation is wrong. :/ The label for random is actually "rand". So its [LED: rand]. I'll go update that in the descriptions.
Kumpel Kumplowski 10 Oct, 2017 @ 5:33am 
on another note I can't make Random to work. [LED: Random period:2 cutoff:1] is that proper argument ? [LED: Random] argument doesn't work either
Kumpel Kumplowski 8 Oct, 2017 @ 2:53pm 
AMAZING !!! I am working with professional lightning and this is like dreams come true. Thanks Mate for GOOD JOB !!!
JDaremo Fireheart 2 Oct, 2017 @ 1:26pm 
Now if only there was a block mod to add multiple lights in a row on a block. Would be really cool to have a running light sequence along the hull when the jump drive is activated.
Bdiem 6 Sep, 2017 @ 2:58pm 
This is great stuff! Build a cubical ship scattered some (a lot actually) lights on the hull more dense at one edge. Added a ripple effect group in green -> looks like destroyed, sparking borg cube (at least in my mind). 10/10
Smokey da Burrr 21 Jul, 2017 @ 11:17pm 
@Jerry Oooookay I understand this a lot better now. Thanks a TON.
Jerry  [author] 21 Jul, 2017 @ 10:01pm 
@Smokey. The the script takes ship coordinates reletive to the programming block its runned on. For example: 0, 1, 0 would be hte coordinate directly above the programming block on most ships depending on how the ship is built. If you need to find the coordinate of a block, you can type the name of the block into the argument field. The script will search for the block and return you the coordinate of the first match. As for the ripple example: That is done by making the sweep direction orthogonal (perpendicular) to the plane of the lights, so they are hit byt the sweep at the same time.
Smokey da Burrr 21 Jul, 2017 @ 9:32pm 
This mod is awesome. I'm still learning how to use it a bit, but I see this becoming a mainstay on my ships. I had a couple questions if anyone here could help me with tagging, concerning a small ship. I'm learning that 3D space doesn't seem to get along with this script.

First, how would I achieve the lighting shown in the second example of pulse (on a small 3D ship)? Right now, the pulse setting just turns lights from dark black (off) to my chosen color. The lights chosen are seemingly random, and there's no fade-in or fade-out, it's just switching random lights on and off. Optimally I would like all of the designated lights on the ship to softly fade in and out in synch.

Second, is it possible to use direction ripple on a moving grid? It looks like you have it set up to radiate a wave from an xyz coordinate in space, but even doing that doesn't seem to affect my lights.

Thanks in advance to any help, sorry for the short novel, and thanks again for making this script!
Jerry  [author] 30 Jun, 2017 @ 1:42pm 
@Marek. Hmm... I'm not sure. All my script does is control the RGB values of the stock interior lights. It darkens the light to "turn it off" since the intensity of the lights doesn't effect the emission and can stop updating sometimes if you set it from a script, which is probably a bug. The reflections on the wall does look very pretty though :3
Marek Rosa  [developer] 30 Jun, 2017 @ 1:39am 
Very nice! :-)

Are those LEDs actual point light? I am asking because the lighting effect on the environment suggests this.
_SD_ 9 Jun, 2017 @ 11:21am 
Haha nice man! Big Thanks!!! ;)
Skallabjorn 9 Jun, 2017 @ 8:37am 
OH MAH GERD.... ty ty ty ty for this!
SoASchas 3 Jun, 2017 @ 1:49pm 
Wow that was fast.
Some game devs (I dont tell any names) could take a leaf out of your book.:steamhappy:
Jerry  [author] 3 Jun, 2017 @ 1:38pm 
Oops. Thank for catching that. I messed up the parsing logic when I added something to it. Should be fixed now.
SoASchas 3 Jun, 2017 @ 12:55pm 
Brilliant script
spent almost 3 hours today looking at those beautiful light games :steamhappy:
What I dont get is the recolloring of the waves. They always get blue.
I tagged it like that [LED: Ripple r:255 g:0 b:0]
Am I doing something wrong or is this one of the kinks?
Jerry  [author] 3 Jun, 2017 @ 11:34am 
P.S. This should now work with projected blueprints without reconfiguration.
Jerry  [author] 3 Jun, 2017 @ 11:04am 
Good point! I literally just coded this up yesterday when a friend wanted a pulsing borg cube so there are still some kinks here and there. I just updated the script to tell you the position of a bock if you type in the name as the argument. As for the projectors, those will reset the origin and axis of the ship so unfortunately some LED would have to be reconfigured. A way to avoid that is probably to convert all coordinated to be relative to the programming block, as I am doing now. ) This part would probably be done in an hour or so.
Xanthyn 3 Jun, 2017 @ 5:03am 
Sorry to spam your comments section, but I noticed that some of the options require that you specify the x/y/z coordinates of a given block. Two questions regarding that - Is there an easy way in-game to check the coordinates of a given block so we can put that info in the tag? Secondly, will those x/y/z coordinates be preserved if we weld the blueprint from a projector in survival, as opposed to copy/pasting the blueprint in creative?

Beautiful work man.
Xanthyn 3 Jun, 2017 @ 4:57am 
This looks dope as hell, I will probably spend way too much time messing with it.

I bet one could get this thing to change effects on the fly by using another script to re-name lights and send the reset argument as needed. For example, you could periodically check your ship's speed and adjust the speed of a ripple or sweep to match, making the lights appear stationary as the ship moves through them.

You are a god for making this, and there goes my weekend.