Space Engineers

Space Engineers

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Mother OS
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20 Jan @ 2:42pm
29 Sep @ 5:21pm
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Mother OS

Description
Mother OS

VERSION 1.0 OUT NOW!

|****************************************************************************
| COMPATIBLE WITH APEX UPDATE (1.207)
|****************************************************************************

Mother is a general purpose operating system for Space Engineers grids, available as an in-game script. It exposes an intuitive command line interface (CLI), flexible flight control & planning, and an intergrid communication system to massively expand what you can do with your grid(s). I built Mother to make my ships operate more like intelligent spacecraft, rather than just a collection of blocks moving through space. With Mother's CLI, most common automations can easily be assigned to a button without needing a Timer or Event Block, though it can also be used in conjunction with them.

You do not need any programming experience to use Mother. In fact, most of Mother's CLI commands offer a more intuitive control mechanism than the base game itself. I have taken extreme care to ensure Mother is efficent and reliable. With few exceptions, Mother only runs operations when triggered by a command. This aims to have minimal impact on your sim speed and will likely be the most efficient script running on your grid.

I hope you enjoy using Mother as much as I enjoyed building it.

The Empire must grow.

--

Important Links

Discord Server [discord.gg]

Examples [lukejamesmorrison.github.io]

Command Cheatsheet [lukejamesmorrison.github.io]

Full Documentation [lukejamesmorrison.github.io]

Buy Me A Coffee [buymeacoffee.com]
Popular Discussions View All (2)
23
5 Jul @ 7:16pm
Bug Reports
Agentluke
20
22 Oct @ 2:53pm
Feature Requests
Agentluke
111 Comments
Dext3r09 16 Oct @ 11:54am 
I checked also group access and individual - each have the same results - it seems that not every block listed have set upper and lower limits which cause issues
Dext3r09 16 Oct @ 5:05am 
Hi,

First of all - great script!
I'm trying to move one of my ideas into production using Mother OS, but I notice some strange behaviour:

Scenario: control multiple actuators (pistons+hinges) grouped by tags. For example 4 hinges with one tag, another 4 hinges with other tag, 4 pistons with own tag etc.

Observation: when I use distance or rotate commands for tags with couple blocks, sometimes rotors or pistons end with diferent values (like piston fulle extend even if it's not set to that distance)

Question: Do I make mistake? Or it's bug?
Agentluke  [author] 26 Sep @ 2:13pm 
@holocene MOS requires a remote control block so that could be the issue? I’ve run her with most of the new blocks from Apex and haven’t had issues so hopefully this is it!

@LordKrono I appreciate the patience! I can look into this implementation a bit further, though I don’t see it scaling well beyond the most simple of setups. Nonetheless let me explore it a bit and perhaps there’s a golden nugget in here somewhere!

On that note, Mother v1.0 will be releasing VERY soon and has a ton of QoL stuff I think you guys will really like!

The Empire must grow.
holocene 26 Sep @ 1:35pm 
I tried to load the OS onto a large grid freighter I built, and kept getting block errors. I’ll see if I can scrounge up the log when I get a chance! Thanks for the reply, it’s rare to see such a helpful and responsive mod author 🙏
LordKrono 21 Sep @ 8:53am 
Hello, I added a request for a feature that I think could be very useful for the pistons in the appropriate section but, having received no response there, I try to point this out here. I apologize for any disturbance, I do not want to seem oppressive, it's just to understand if I have proposed something useful. Thank you so much for your wonderful work!
Agentluke  [author] 20 Sep @ 8:58am 
Hi holocene!

Mother OS should be compatible with the Apex update and should be able to interface with the added farming blocks as Terminal Blocks. However, their API is limited unfortunately. (ie. you are unable to target the Farm Plot's lights via the programmable block API). I hope they improve this in future updates.

Would you mind sharing more info about your errors? What are you trying to do?
holocene 16 Sep @ 10:45pm 
Hello, will this be updated for the Apex Survival DLC? I'm getting errors and it seems to be related to it not knowing what to do with those blocks
0ddbase 9 Sep @ 12:04pm 
awesome to hear! thanks for informing me about this stuff
Agentluke  [author] 9 Sep @ 9:25am 
Hi Oddbase, it’s a great question!

MOS is ALL about automation :) It exposes many of the common actions you’d otherwise reach for via a timer block or toolbar action. It also has “hooks” which give you access to some of the common triggers like connectors connecting, doors opening, etc. For more advanced triggers, the event controller is still your best bet, but I’ve done my best to cover the most common use cases (doors, landing gear, cockpits, sensors). I think one of the key benefits of MOS is your ability to copy and paste all of your automations via the custom data fields of your blocks with a very approachable syntax so you aren’t trying to learn an entire programming language just to use it.

The Command Cheatsheet gives an overview of the available commands, and the modules (ie. Door Module) will outline the available hooks to trigger your automations.

Happy engineering!
0ddbase 7 Sep @ 10:51pm 
hey! does this have anything relating to automation in it? i really want to have an operation system that automatically detects certain things and does decisions based off those things. like an event controller but more options basically