Space Engineers

Space Engineers

Manual Refresh Floor Plan Script Mk1
43 Comments
StubieDubie 25 Sep, 2023 @ 8:00pm 
I republished a fixed version here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3041375349

If Alysius objects I will take it down.
{H.K.}Warlama 19 May, 2022 @ 12:29pm 
I look forward to the update for this script. been using it for a long time. its a staple of my ship building process. cant recommend this enough!!
potatoisland 16 Jul, 2021 @ 6:35pm 
I have figured it out partially, I cannot work out HULL
potatoisland 16 Jul, 2021 @ 6:23pm 
in the picture above it shows that you can easily put the system status report, but it only shows the terminal integrity.
Cobra Commander 12 Jul, 2021 @ 2:30pm 
this script doesn't work.
KagedDaemon 25 Jan, 2021 @ 1:51pm 
So an issue I have, even after running the "refresh" command, my lcds do not update.
MattyV 11 Nov, 2020 @ 11:10am 
This still working?
Firewall#2424 7 Oct, 2019 @ 5:10pm 
Hat den Server abstürzen lassen... entsprechend nicht zu gebrauchen.
Alysius  [author] 6 May, 2019 @ 10:47pm 
Theres an issue with scriot not remembering the floor plan, Keen changed something and i havent have time to look at it
Alysius  [author] 6 May, 2019 @ 10:47pm 
in the floor plan PB, arguments area. Click Run button to execute.
Wolfs_JagerTTV 27 Apr, 2019 @ 1:37pm 
@Alysius FLIP_UP command will make if all on one screen?

were do i put it?
Alysius  [author] 27 Apr, 2019 @ 4:15am 
FLIP_UP command
Wolfs_JagerTTV 25 Apr, 2019 @ 4:44pm 
how do you make it show the side of the ship on one screen?
Alysius  [author] 24 Apr, 2019 @ 7:44pm 
That will be the new script. This is kinda laggy at the moment.
pobblebonk 24 Apr, 2019 @ 12:02am 
Are you ever going to add support for LCD screens on programmable blocks/cockpit screens? Small ship programmable blocks would make great vanilla angled LCD screens for cockpit ship diagnostics outside of it, not considering the lcd's in the cockpit itself
Wolfs_JagerTTV 20 Apr, 2019 @ 5:58am 
how do you make it so it shows most of the ship on one screen?
TheBleachDoctor 15 Apr, 2019 @ 10:03pm 
I have the reset issue too. I don't suppose there's any way to fix this?
CTH2004 16 Mar, 2019 @ 1:34pm 
@alysuis

Any plans for new builds/ scripts?

You haven’t been active for a while!
Malmhrid 2 Mar, 2019 @ 2:36am 
Hi, I love this script. After the last game update the settings of my floor plan screens resets (the code in the "title" field) whenever I restart a map or paste in a blueprint using the script. I suspect it is not only on my end, would you be able to fix this?
MagnusEffect 24 Feb, 2019 @ 5:48pm 
Thank you so much for this! Glad to see one of these that actually works in multiplayer.
Chaos_02 15 Dec, 2018 @ 5:06am 
You can already have a marker of your position you just need to enable it in the PB
azfalt 14 Dec, 2018 @ 9:46pm 
Also is it posible to add in a marker for what screen your looking at, example a sensor with same name as a named lcd screen (also numbered if more are placed in same grid), where the sensor scans a player and shows a coloured dot in front of the lcd, so if watching a given lcd you can also see where on the grid you are at, and find your barings around on a larger station or ship.

Also if Doors are named within custom description, exampel enter / exit, the floorplan will show text on the lcd's naiming the rooms with the tags from the doors asigned to enter or leaving thoes rooms. 2 or more doors with same name tags for enter and exit, should therfore only show one name for that specific room aswell on the lcd display.


I know these sugestions might be quite cumbersome to sript, and i have no idea if these are even possible to implement.
azfalt 14 Dec, 2018 @ 9:46pm 
Thought im having about your great floor planning scripts... is it possible for your script to find merge blocks, conectors and landing gear as end of grid area, so if conected to another grid with a merge block, conector or landing gear it wont load this second grid into a single expanded huge grid, but keep to refresh the grid the PB is placed upon. But coneced with rotors (small / large grid) still is shown as one grid.

If this is possible then im thinking to use this script as floor plan at airlocks betwean ship and space station, so a visitor to a station can see where to go when walking thrugh the airlock, either going aboard on a large ship from a station or entering from a ship into a station.

Chaos_02 11 Dec, 2018 @ 10:39am 
@Bishop84 aaaaaand what now? :o
Bishop84 11 Dec, 2018 @ 9:43am 
i from russia
Chaos_02 17 Oct, 2018 @ 8:53am 
Ohhh thanks.
Alysius  [author] 16 Oct, 2018 @ 6:58pm 
@Chaos issue command NO_TERM to disable showing of Terminal Blocks
Chuck 16 Oct, 2018 @ 1:52pm 
Should be able to work a hack, Ronin. Since it can refresh with a run command, why not have a sensor trigger a timer block on and off depending on player proximity, and run the refresh from a timer? Then when you enter the sensor area the display will begin refreshing, and when you leave the room, it will quit refreshing. This wont work for seating, because sensors wont register people in chairs. But it might be possible to get easyautomation (the script) to perform a command if seat is occupied. Not sure about that, but it's something to look into anyway. :)
Chaos_02 11 Oct, 2018 @ 7:38am 
how do you get the second picture (wireframe, no colors) of your own ship?
Ol'Red 15 Sep, 2018 @ 12:19pm 
Here's a joke,
Flour is sitting on a shelf of a pantry and is in a sound-proof, clear container.
Flour sees yeast, sugar and crackers being used a lot, but flour is lazy and doesn't want to be used. However, on a hot day at about 350 flour meets yeast and yeast tells flour to be active in life and to smell the roses. When yeast leaves flour alone, flour is still a loafer.
Wolfery 15 Sep, 2018 @ 10:06am 
It's so nice to have you in our community, your scripts are great materials for learning. Thank you so much!
Hyshinara 14 Sep, 2018 @ 12:10am 
Nice mod, especially since it's vanilla!
And I imagine it doesn't take as much resources constantly, only when you update it? :)
Frisby 13 Sep, 2018 @ 11:50pm 
???????
Alysius  [author] 13 Sep, 2018 @ 7:02am 
@PhoenixTheSage 0.5md only occurs in a few ticks and only when you do a refresh (intention is to not keep refreshing periodically). That should not affect much since one in a while events like PB first run (usually spikes higher than 1ms), grid unmerge etc will take up much more usage than this.

@Ronin This script is refreshing on demand only. The cockpit check is only applicable if the script does periodic refresh. On idle ticks, the script does nothing.

@mmeiss No difference compared to the normal version. It can be swapped in one to one without additional setup (pther than an extra button to refresh it).
Ronin Planetary Industries 11 Sep, 2018 @ 10:07pm 
Thanks for taking the time to make this workable for server games. Would it make a difference to check the host grid for a player seated on that grid? Perhaps performing a check every time the "refresh" argument is ran so that if there is no player present the script will not run the complicated checks? I'd like to see a bool in the set-up where if it's marked "true" the script will ignore the refresh command unless there's a player seated. This will avoid unnecessary runs while the player is away from the ship or logged out of the game. I think in most cases, players are observing the LCD/Text panel from a seat as it updates. If they aren't seated then running the refresh is usually moot. Turning off a timer block is something most players will forget or overlook. With this variable, if they forget, you can still minimize the impact. If the variable is set to "false" then the script simply obeys the current set-up.
mmeissnitzer 11 Sep, 2018 @ 1:59pm 
If I start using this version instead of your other one, does it work on grids where I have your nonmanual one running, or is there more preperation involved appart from using a timer or manually refreshing it?
PhoenixTheSage 11 Sep, 2018 @ 11:55am 
Even 0.5ms is massive when you only have 16.6ms for total simulation with about half that always being used by the base game and then each additional player and their blocks taking up the rest depending on how much the server allows. If it were a pure modapi script, it would be acceptable and managable. PB's are per grid however...
Alysius  [author] 11 Sep, 2018 @ 7:39am 
Im trying to make this totally vanilla. To add shield status to L_REPORT will make it mod dependent (differwnt ahield mod have different API, if they are even exposed for script usage). Let's see which shield mod can or to be suppored.
Dark_453 11 Sep, 2018 @ 6:47am 
Hi there, Just woundering do you have ability to show Shield status on your L_Report?
Would be cool not to have to run a extra Scripts. "Energy Shields" Defence Shields 2 main ones..(both have updated versions from this year)
Dark_453 11 Sep, 2018 @ 6:38am 
@alysius Nice to see this make a return, i used old one till it almost broke a world with it running every 0.5 sec so nice to see a manual triggered one..
Nice world!
Alysius  [author] 9 Sep, 2018 @ 11:09pm 
@Drumstix42 This script will hold for a while. For the lightweight script, Keen needs to put the compression of lcd text before sending, else the lightweight script wont be useful at all (even if lightweight version runs 0.01ms, the LCD update sending uncompressed network data in MP will still spike usage).
Mordenya 9 Sep, 2018 @ 6:36pm 
Thanks for the suggestion.
Drumstix42 9 Sep, 2018 @ 1:21pm 
Amazing! Thanks for taking my feedback on the automatic one into consideration. Cheers.