Space Engineers

Space Engineers

Luma 2
37 Comments
Cruel Sun  [author] 6 Dec, 2019 @ 4:16pm 
You need to include in gLuma Group only needed blocks.
_JB - for example you have a door named MyDoor, if you will rename it to MyDoor_JB then that door will just be on/off.
Montaz-Mautino 6 Dec, 2019 @ 1:19pm 
Thanks a lot! I suggest you add this somewhere in the description.
Also, I'm wondering how to use "_JB". I want to exclude to lights from gLuma. Do I also add _JB to the CustomData of both lights?

Thanks again for this great script!
Cruel Sun  [author] 6 Dec, 2019 @ 8:08am 
Hi, for example you want to activate some light on 30 meters. Open the Grid terminal, find your light - press CustomData key and put 30. Complete.
Montaz-Mautino 6 Dec, 2019 @ 7:36am 
"You can set your own sense range to the CustomData to any block (except LCDs)"

How do I do this, please? I can't seem to find what to write in the custom data field.
Cronyx 5 Nov, 2019 @ 10:10am 
Gotcha, no problem. I'll just use two sensors :)
Cruel Sun  [author] 4 Nov, 2019 @ 11:03pm 
Yes, all detected objects will activate Luma.
Cronyx 4 Nov, 2019 @ 5:36pm 
If I set the Luma group Sensor to detect enemy players, will it also open doors for *them* too? I ask because I was going to try minimize the number of sensors I'm using, and I'm already using an Elite Sensor for radar.
Cronyx 4 Nov, 2019 @ 4:10pm 
Thanks for the vid; Yeah that's what I was doing, it just wasn't working. Maybe it was a server desync issue? 147.135.125.188:27015 is the server.
Cruel Sun  [author] 4 Nov, 2019 @ 2:37pm 
Can you share the world or just a grid? Or invite me?

I tried to check it out - https://youtu.be/Ofhbb1ZxmGc
Cronyx 4 Nov, 2019 @ 1:18pm 
Alright so this is weird. I ground down the PB, rebuilt it, reloaded the script, and it still wants to control the blocks I'm trying to remove. I guess I'll just grind down *those* blocks and rebuild them. ¯\_(ツ)_/¯
Cronyx 4 Nov, 2019 @ 1:13pm 
This is awesome, but the only problem I'm having is I can't figure out how to *remove* something from Luma management once the script is aware of the block. I removed the item from the gLuma group, but it still wants to manage it, even after a Recompile.
Cruel Sun  [author] 6 Jul, 2019 @ 4:17pm 
LCDs for walking require to be in the text mode.
Jayy8Bit 6 Jul, 2019 @ 3:56pm 
Disregard. I'm not sure what's going on with my game. I have to place everything. Delete it. Then place it again and it works. Not sure why but it's all working now.
Jayy8Bit 6 Jul, 2019 @ 3:50pm 
I was able to get the lights to work. I deleted everything and started over. Not sure what happened. LCD's do not seem to want to work though. Do you have to do anything special to them? They're in the same gLuma group.
Cruel Sun  [author] 6 Jul, 2019 @ 3:29pm 
Your block group named gLuma includes this sensor ?
Jayy8Bit 6 Jul, 2019 @ 3:07pm 
Is this broken? No matter how I set it up, it keeps saying there are no sensors or blocks to use. Named everything exactly like you did in the video and still nothing.
вася 10 Feb, 2019 @ 9:43am 
good
novard 5 Feb, 2019 @ 2:56am 
nice!
Cruel Sun  [author] 8 Jan, 2019 @ 1:23pm 
Updted to 2.0
Cruel Sun  [author] 8 Jan, 2019 @ 10:24am 
Hi again, can you invite me to your world?
coolfarmer 8 Jan, 2019 @ 8:57am 
Excellent thanks! I'm back from your test world with my friend and we got the same problem. When i'm alone all work nicely, but as soon as my friend pass into a door (or a light, or anything else), the automation don't work anymore for me. The last guy who pass into a door will be the last person who will be able to use it.


To fix the problem, I need to recompile the code, but the problem remain if my friend pass into a door, that will desactive all the thing for me. If I can help you, i'm here all the day.
Cruel Sun  [author] 8 Jan, 2019 @ 5:48am 
coolfarmer You can find the sample world now. Also added the DebugMode.
coolfarmer 7 Jan, 2019 @ 7:00pm 
@Gabriella, if you can share your world test on workshop it would be very nice too! Maybe I have miss something :/ Thanks for your time, fantastic script, I really want to use it! :)
Cruel Sun  [author] 7 Jan, 2019 @ 6:38pm 
coolfarmer It's designed for multiplayer too. I will check up your report and add some debug info for the debug
coolfarmer 7 Jan, 2019 @ 5:03pm 
This work in multiplayer? My problem: The door (for exemple) is functionnal, door open with success but as soon as my friend pass into it, the door won't open anymore for me.
Ziant 5 Jan, 2019 @ 10:35am 
okay this is impressive
Novün 4 Jan, 2019 @ 10:05am 
Wow, well done.
Cruel Sun  [author] 28 Dec, 2018 @ 8:38am 
SoASchas Ѡ, updated - see the description
SoASchas 28 Dec, 2018 @ 7:02am 
oh and awesome script by the way. :steamhappy:
SoASchas 28 Dec, 2018 @ 7:01am 
Could this also be done to detect other grids? e.g. a rover
Potato King 27 Dec, 2018 @ 4:07pm 
That's what i meant, still really cool
Cruel Sun  [author] 26 Dec, 2018 @ 11:46am 
victhor003 Detection is based on the distance between the character and blocks. Sensor field is required.
Potato King 26 Dec, 2018 @ 11:17am 
Soo all of this detecting the relative position of a player inside the grid.. Cool
Cruel Sun  [author] 26 Dec, 2018 @ 10:41am 
I like the suggestions so everyone is welcome.
Da Warptrekka 26 Dec, 2018 @ 10:03am 
oh this is exactly what i need for my underground base! R+ and Faved!
remethep 24 Dec, 2018 @ 5:30pm 
:D Awesome
Cruel Sun  [author] 24 Dec, 2018 @ 5:29pm 
I now write it