Space Engineers

Space Engineers

Farmhand - Farm Manager
18 Comments
Bystander 6 Oct @ 10:22am 
I created an ingame script that orders up seeds, manages them and sends single seeds to connectors. Feel free to incorporate parts of that code if you want. Probably nicer having it in one place https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576255186 .
Also some notes at the bottom about IIM.
PumaDove 3 Oct @ 11:06am 
AB-SO-LU-TLY Genius Sir! Congratz from France and amazing job!
Days 3 Oct @ 5:23am 
@aantono There are some custom data edits for the IIM programmable block that allow seed recipes to be !learnt. Check out the IIM discussions on Isy's discord for help.
Duke Skyloafer  [author] 30 Sep @ 9:47am 
@aantono That's beyond the scope of the project as I envision is right now, but I'm also feeling the IIM pain, so maybe once all the rest of the functionality I'm planning is done, I can look into it. No promises, though.
aantono 28 Sep @ 7:48pm 
Given that Isy Inventory Manager does not seem to work with crops/seeds, is it possible to add support to be able to configure making seeds to a specified quantity to be queued in the Food Processor as well as configure which containers/connectors/etc they should be placed and how many?
Duke Skyloafer  [author] 28 Sep @ 5:30pm 
@abordoli Yep, LCDs changed to support multiple groups. Check out the Upgrade Notes section for what you need to change.
abordoli 28 Sep @ 12:25pm 
Has there been a change to the LCD screen configuration. It worked prior. I can't seem to get Farm Hand to recognize the LCD panel that I have assigned it under the specified groups name,
Duke Skyloafer  [author] 26 Sep @ 7:27pm 
@Ronin Planetary Industries It's funny, I was just saying yesterday that adding broadcast controller support would be cool. It's kind of low on my list at the moment, but I would like to add that eventually. Thanks!
Myst Leissa 26 Sep @ 10:15am 
@Ronin, or a universal "Master Alarm" Action Group...that way whether you prefer sound blocks/broadcast controllers or lights you can trigger an event when somethings wrong with your farm :P
Ronin Planetary Industries 26 Sep @ 9:25am 
To expand on my previous comment. The programmable block can change the messages in the Broadcast Controller block as well as trigger them. So sending out updates via the chat system regarding growth, threats, and readiness would be a great addition.
Ronin Planetary Industries 26 Sep @ 9:03am 
I didn't see it listed. But broadcast controller integration might also be useful should the player be away from the farm.
Duke Skyloafer  [author] 24 Sep @ 1:52pm 
@Dronda Desuix Definitely appreciate the suggestion. I'd hoped to keep it super simple, but as I've been looking into the best way to support blocks with multiple screens, I've been coming to the conclusion that tagging blocks with LCDs is the path of least resistance. So that is where I'm probably going to go with it. Regardless of implementation, I will try to support multiple groups in the near future.
Toshiro 24 Sep @ 9:20am 
Works well for me. :steamthumbsup:
Dronda Desuix 24 Sep @ 9:05am 
Honestly, I am a fan of the script so far, but there are a couple of things I'd like to address.

The script works well for general use, but it feels a little restrictive at the moment when it comes to having different groups of farm plots.
As it stands right now, if you want to have separate screens for different crops, you're gonna have to use multiple instances of the script each with their own respective groups.

My suggestion would be to use the tried and true [tag] system for the LCD's.
You've already got the private readonly dictionary structure in place to parse the data, simply modifying it to check for the group name inside the LCD CustomData rather than the one inside the Programmable block, would enable the script to handle multiple groups, printing to the panel as required, while still keeping the fundamental idea behind the script intact.
Duke Skyloafer  [author] 23 Sep @ 10:06am 
@Captain Zarco It's not a nitpick, it's a good suggestion. I may change the default colors at some point when I consider this thing to be out of beta, but in the meantime the colors are fully customizable so you can make them whatever you want.
Captain Zarco 22 Sep @ 11:59pm 
sorry to be picky but just a sugestion, why not make the empty light (purple) to blue to match that of a connector or landing gear and such... I think that would make it feel more vanilla and with some luck it does get integrated...
Deathlok-L17 22 Sep @ 3:23am 
Very cool!
TheHellKat 21 Sep @ 3:57pm 
Ohh man, love me some detail lcds.
Good work!:selike: