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thinking of what to do with it next, thinking of giving the script a bit of personality, but I'm not entirely sure how yet, previously AUTUMN had the ability to drive some lights that reflected the 'mood' of the AI, which was then indirectly based on the amount of problems, with the intention of extending it with more random moods and perhaps ability to decide doing things and what not, but I never really knew if that was even desired by the people using it.
Right now it's basically a status script, which isn't bad, just less relevant than it used to be with the existence of stuff like MMaster's configurable LCDs (when I first made AUTUMN that didn't exist yet).
Thank you for your interest though! I do have some ideas I was working out at the time that could make a fun automated and sort of quirky personality for your machines and ships, but again it would take some time to build from scratch.
It would require a rewrite from scratch, I built this when space engineers was just getting its first mod API and ability to run C# code. It was probably one of the first if not the first status displays that existed. The mod API has had quite a few complete overhauls since then so basically everything will be broken.
These days there's a lot of alternatives that didn't exist back then, such as MMaster's LCDs and some other HUD and LCD mods, combined with inventory manager scripts and so forth.
I had a little status display script going a few years ago that was to be the next 2.0 at some point but with more mod API breakages and shortages I stopped developing that too. You can get it here if you want to give it a try, but I don't know if it works and it's not much more than basic display of energy + tank storage (click 'raw' to get a copypasteable version for ingame)
Right now I'm swamped between work and life and don't have the time or energy to update this. Sorry. I'll edit the title of this mod to avoid confusion.
Well more like if someone hacked into it and flew it away
- MibMab
I've seen there's been a lot of reworking in the Mod API (mostly for the better), so I am looking forward to working on it, I just haven't been able yet.
It's throwing exceptions on lines 873, 875, 877, 2 exceptions on 882, and on 886.
I'll take a look at it later.
"Sandbox.ModAPI.Ingame.MyGridTerminalsystem is not defined for Blocks"
However, List<>s of custom objects are still broken, and enums are too..
As for the APIs, the official documentation doesn't list much, but if I look in the sourcecode on the space engineers github it seems there's more data available than they led on.. might be interesting to take a look at soon, but right now I'm a bit swamped in work. I'll try take a look as soon as I can :)
I like this script to use on my remote stations (the ones i hardly visit) as it keeps them running for me. I was wondering fi you could take alook at KSH forums in the "ingame programing discussion" at my request for a custom script and see if it is something you would be interested in.
Maybe I could integrate these things in the API myself since Space Engineers is opensource(-ish) now, but I also have other projects and real life going on, so I'm not sure I'd do that any time soon.
so tl;dr: It's hibernating until shit gets fixed, or I fix shit, but the current version should still provide you some useful functionality.
What I mean by that is set a quota for an item, and if you are over it by a margin, it disassembles the excess, and if you are under it, it tries to build them?
Can this be scaled with cargo capacity? (Target 80% of current designated cargo containers, with percentage quota for each item, and if you get too full, it starts managing stock levels)
Seems like another logical route for an A.(/V.)I.
Hope you're solving things just fine.
Thanks a lot for this useful AI. will test right now and give feedback
I think I can still expand the alert system though, and since I'm lazy and power management is still hard because Keen's API is about as advanced as a sundial, I think I'll work on that soon.
I'm also kind of out of text for this workshop page, so I need to find another place to continue the explanation. Was thinking of adding a readme on the github page.. but we'll see. Gotta fix real life first :v
Please tell me what things cause alarms, and what stage of alarm they cause. BTW, Amazing work.
My interest area is in producing a small VI that handles my drone / utility ship classes to perform the following :
Automatically switch off engines, lights, reactors, and gyros as well as switch on docking lights and put batteries into charge mode when docked, and do the opposite when undocked.
Automatically pulse range on antennas on drones and adjusting range on antennas depending on power input.
Adjusting attitude to maximize solar when in stationary situations.
I'm proably going to use your code as a bootstrap to get myself back into it. I've done C# before but had trouble getting started, so thanks for your work.
I'm thinking of turning my AI into a full Mod instead of a programming block script, or at least a branch of it, but right now I'm also having some personal issues that keeps me from doing much at all. When I'm able to, I'm going to add a branch to the AI so that it can be used as mod, but for now I'm afraid it's as buggy and broken as it is .. :x I'll update as soon as I can! I promise.
sorry if I nerve.
here the screen.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=420243567