Space Engineers

Space Engineers

Configurable Automatic LCDs
MMaster  [developer] 11 Mar, 2015 @ 5:39am
Bug reports
Please report bugs here. Make sure that you followed the guide correctly before reporting:
- You use the latest version of script
- Programmable block has the script loaded and compiled.
- LCD panel has [LCD] in name
- try to run the script from programmable block manually by pressing Run (several times if you have more LCDs)
- check if programmable block didn't return any exception (on the right bottom side in control panel)


Make sure that you read Full guide carefully before reporting bugs. This script is now totally stable and bugs are very unlikely to be found anymore (there is still a small chance tho :) ) most of the bugs you will see are game bugs (like OFFLINE LCDs).


For bug reports:
Report exact LCD name (for all LCDs handled by script)
Report exact LCD title you use on your LCD. (for all LCDs handled by script)
Font size
Number of programmable blocks running this script.
- in case you use multiple programmable blocks also state LCD_TAG setting for each.

Modifications you've done to the script. (You should always report only bugs with default script without any modifications).
Last edited by MMaster; 16 Mar, 2015 @ 10:10am
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Showing 1-15 of 267 comments
jackalissimus 13 Mar, 2015 @ 2:58am 
Bug with localized names of blocks and string length. Script unmodded, single programmable block.

I use russian localized game, so names of blocks use by default cyrillic instead latinic characters. In cases, when command supposes to display blocks AND some data (Working, BlocksCount) - data is displayed beyond supposed border (checked by decreasing font size to 0.2 - data is there, but far away).
Also blocks with cyrillic names seems to be "not found" by some commands (i.e. InventoryX, Cargo), so their data not included in displayed info. I mean, if there supposed using "type" filter - it not works with cyrillic. Or I'm an idiot and and pretend to use 'reactor' w-t quotes as type and only with '[]' or '{}' as name.

I clearly understand, that it is impossible to check without using non-latinic localization, but bug is quite disturbing (because there is no group renaming, and renaming even 20 thrusters one-by-one is pain). I suppose, some of Russian players not familiar with English (I at least can understand English without Google) to use English version of SE.
Last edited by jackalissimus; 13 Mar, 2015 @ 2:59am
MMaster  [developer] 13 Mar, 2015 @ 3:18am 
Oh yeah. There is no way for me (as single person) to handle all 15 languages currently supported by SE. I did what I could to make it as compatible as possible, but I see how cyrillic can be a problem. Names should work correctly as script does not translate those in any way and just searches for blocks with the same string you entered. Also font width of non-latin characters is not correct in most case I know about that. Really sorry you have such problems, but until keen comes up with some more universal way to handle cases like these in scripts I'm afraid I won't be able to fix that. Really really sorry about that.
I can suggest trying 'mass rename' scripts like these two (see which one works for you):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=377001903
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=367612757
MMaster  [developer] 13 Mar, 2015 @ 3:21am 
Also the first argument is always name. never type. suggest you watch the video guide :)
jackalissimus 13 Mar, 2015 @ 3:27am 
As I was thinking, exactly. There was just hope there is a way to fix.. well, sad, but I happy with your script anyway)) About non-latin characters - maybe, you can add "Known issues" to description? Many people can run into it without any idea, what's going on.

PS: I better with text, than with spoken words in English. So I watch, what you type more, than listen what you say)) Also name "reactor" is much same with type "reactor"... I figure it out anyway, just not so fast.
Last edited by jackalissimus; 13 Mar, 2015 @ 3:32am
MMaster  [developer] 13 Mar, 2015 @ 4:16am 
@jack I knew that not everyone will understand what I say thats why I showed it with "Small" and "{Small Cargo}" in the guide so it is understandable. Good that you figured it out. There is not any place left in the steam page description, but I will create special page for guide itself and we will have more place in Workshop Description to add known issues and other things I would like people to know. Thanks for suggestion!
Shami 13 Mar, 2015 @ 11:33am 
is number of rows calculated form size of letters? because i still have free space on display and its scrolling(size 0.8)
MMaster  [developer] 13 Mar, 2015 @ 11:42am 
number of lines always exactly fits the display size. if your display is scrolling it probably means there are empty lines. What is your command line?
MMaster  [developer] 13 Mar, 2015 @ 11:44am 
this script was made for font size 0.8. I use only that font size on all my panels. There is no free space. Maybe you can try to post screenshots?
Cronos.exe 13 Mar, 2015 @ 3:05pm 
have been trying to reference turret blocks. with both "Working" cmd and the BlockCount cmd. block count for turrets show as 0. and Working cmd gives no info status back for any turret (gatling turret or missle turret) block. I am indeed using full name and using correct {}. have also tried [] an * with name. can anyone else reference block type turrets?
MMaster  [developer] 13 Mar, 2015 @ 3:14pm 
please tell exact command that you use
MMaster  [developer] 13 Mar, 2015 @ 3:18pm 
Large Gattling Turret type = largegattlingturret
Large Interior Turret type = largeinteriorturret
Large Missile Turret type = largemissileturret

So your command would look like Working * largegattlingturret

I will probably improve that by removing the large from the front.

UPDATE: it's now much better set so missileturret gatlingturret and similar should work now.
Last edited by MMaster; 13 Mar, 2015 @ 3:54pm
Cronos.exe 14 Mar, 2015 @ 1:14am 
I see the conflict that I have created. Thank you again for your effort to make such a lively product. Your code is also very clean an easy to look through; makes a a good tool to learn from.
MMaster  [developer] 14 Mar, 2015 @ 1:06pm 
This script does not sort the output. It shows it as the game tells it.
Last edited by MMaster; 14 Mar, 2015 @ 1:15pm
Delta99 14 Mar, 2015 @ 6:38pm 
If I use "Working {Bridge Light Nav} Lights:On" as a command on LCD panel I get an script too complex. Seems any string over a certain length will cause this.

If I use "Working {Bridge Light} Lights:On" it works fine.

Zero modification to script.
MMaster  [developer] 14 Mar, 2015 @ 7:04pm 
@Delta99: I've improved it - check if it is better now.
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