Space Engineers

Space Engineers

Automatic LCDs 2
Prototech components/blocks
Does anyone have list of names of prototech components?
It seems script is not updated for those and i wonder if it is still possible to include them with Inventory list
I'm surrprsied how little (pretty much zero) mention of prototech there is regarding this script!

Thanks!
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Showing 1-12 of 12 comments
Leconite 28 Feb @ 11:08am 
I know it will display prototech components in a components list.
It will also display prototech scarp in an ores list.
I think I cracked it. Some of them work some of the time.
inventoryX * +prototechpanel +prototechframe +prototechcircuitry +prototechpropulsionunit +prototechmachinery +Prototechcapacitor
Originally posted by Fools_Errand:
I think I cracked it. Some of them work some of the time.
inventoryX * +prototechpanel +prototechframe +prototechcircuitry +prototechpropulsionunit +prototechmachinery +Prototechcapacitor

yea, im not sure how that works, yesterday i was updating my station with automatic lcd 2 and somehow when i did inventory +ingots it actually showed me prototech scrap, however it still does not show me components
i have to double check it but i think even if "inventory" should show you all even if 0, i guess because these are not as common script automaticly hides prototech stuff unless it detects it... but i gotta test out that theory..

but thanks for the list of names, ill try them later today!
MMaster  [developer] 11 Mar @ 6:20pm 
Yeah. Prototech stuff isn't part of default list of items that is why it isn't shown unless you have it already. I was not sure if it was a good idea to include it as to not spoil its existence for people and also not add even more 0 items (for most cases) to default list. You can still include it when you explicitly state the type as you figured out already. You can even add these items to the items list in the script as described in the guide if you know how to get their type & subtype.
I'm not as active player today and there is 3 of you so if at least 2 of you can agree on how it should be I will happily include it or leave it as it is whatever you want.
Leconite 12 Mar @ 5:56am 
I vote for adding it to the default lists, as it is part of the vanilla game and not a modded item.
Basically, your existing policy of; If it is a vanilla game item, component, ore, or block, it is supported. If it's modded, the player gets to figure it out themselves.
Originally posted by MMaster:
Yeah. Prototech stuff isn't part of default list of items that is why it isn't shown unless you have it already. I was not sure if it was a good idea to include it as to not spoil its existence for people and also not add even more 0 items (for most cases) to default list. You can still include it when you explicitly state the type as you figured out already. You can even add these items to the items list in the script as described in the guide if you know how to get their type & subtype.
I'm not as active player today and there is 3 of you so if at least 2 of you can agree on how it should be I will happily include it or leave it as it is whatever you want.

Ah! this makes sense. I actually don't mind it this being this way. I think prototech is niche enough that more than not you want it off
If i were to make any changes, perhaps adding argument like +prototech (or adding variant like +ingotprot/+componentprot (or anything like this)) so that you get the full list with prototech items always visible?
I think that would be best of both worlds, but i don't know how much code it would add though as i didn't do any programming within SE

On another note it would be good to perhaps add that info to the guide / update the Inventory article with prototech components/names. Because lack of any information was the point that confused me and i thought at first script perhaps wasn't updated for that

anyway thanks for the input! (and for the script, as much as i loved fancy status displays, finally doing the switch to this was a game changer due to how optimized it is, truly gods work! :D )
MMaster  [developer] 12 Mar @ 12:12pm 
Ok. Let's do it like this - I will add prototech stuff to known items and assign some reasonable short names to them if possible but they will still not be shown by default in order to not clutter default inventory display even more. So you will be able to use their specific "short names" like eg protoframe, protopanel, protopropunit, etc that will be listed in guide.

However - they will probably not have separate types/"categories" unless game has it in separate types (which I doubt) because the script just maps type like "ingot" "ore" etc to game representation of the same. So what you proposed to have single word for all prototech stuff will not be possible.
Ah i was afraid new argument would be too much

Yea, i think that would be already great! ^^
MMaster  [developer] 21 May @ 6:55am 
I've gathered these prototech items to be added to the item list:
(displayed name - short name used in inventory commands arguments)
[Ingots]
Proto. Scrap - protoscrap

[Components]
Proto. Frame - protoframe
Proto. Panel - protopanel
Proto. Capacitor - protocapacitor
Proto. Prop.Unit - protopropunit
Proto. Machinery - protomachinery
Proto. Circuitry - protocircuitry
Proto. Cool.Unit - protocoolunit

I intentionally try to shorten the names as much as possible so they don't take much space. Please give me feedback if this is fine or if you have better (shorter) names in mind.

Are there any other items that I missed?
MMaster  [developer] 21 May @ 7:08am 
Also if someone wants to try it before I publish it find the Add() items lines in the script and paste this after `Add("canvas", ...);` line:
Add("PrototechFrame", "Component", 0, "Proto. Frame", "protoframe", "", false); Add("PrototechPanel", "Component", 0, "Proto. Panel", "protopanel", "", false); Add("PrototechCapacitor", "Component", 0, "Proto. Capacitor", "protocapacitor", "", false); Add("PrototechPropulsionUnit", "Component", 0, "Proto. Prop.Unit", "protopropunit", "", false); Add("PrototechMachinery", "Component", 0, "Proto. Machinery", "protomachinery", "", false); Add("PrototechCircuitry", "Component", 0, "Proto. Circuitry", "protocircuitry", "", false); Add("PrototechCoolingUnit", "Component", 0, "Proto. Cool.Unit", "protocoolunit", "", false);

and this after `Add("Uranium", "Ingot", ..);` line:
Add("PrototechScrap", "Ingot", 0, "Proto. Scrap", "protoscrap", "", false);

NOTE: As I mentioned they will still not show up with 0 items, this is only to give them some easier to remember names to enter in inventory commands and shorter display names.
Slug 21 May @ 8:21am 
@MMaster, you're amazing. And I'm sorry to have you work on this while you're ill MM. I wish you a speedy recovery!

If you're out to simply shorten the names btw, I'd suggest removing the Proto and Just use P. 'x' for components. Though with the wide LCD's, I've had less issue with long names lol.

And on second thought, you may with to give these components their own section so future users can use something like '-Prototech' as an argument.

But first, get better! Thanks again for looking at this MM!! :happy_creep:
Last edited by Slug; 21 May @ 8:21am
Leconite 21 May @ 8:23am 
Looks good to me.
Thank You.
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