Space Engineers

Space Engineers

(broken) AUTUMN Ship AI Core V1.2.28
216 Comments
a  [author] 15 Oct, 2023 @ 3:44am 
https://gtm.steamproxy.vip/workshop/filedetails/?id=3051379460 I uploaded the new version here, it's not done but it should at least function. Let me know if you run into problems
a  [author] 14 Oct, 2023 @ 7:28am 
I made a new script based on the previous output, it doesn't have much AI features yet, but it'll display the status of your ship just like before: https://gtm.steamproxy.vip/id/dergnz/screenshot/2142082896954214928/

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).
[LC] Kayn de Lunaris 14 Aug, 2021 @ 6:53pm 
we'll always have in your AI :>
a  [author] 13 Aug, 2021 @ 11:10pm 
Alright, well, Space engineers seems to run rather smoothly with proton, and I found someone who made an example for VSCode that I could use to develop the script with perhaps, I'll give it a try! Thank you all for your faith in me <3
H3792 13 Aug, 2021 @ 9:16pm 
I look forward to seeing what you do with this!
a  [author] 13 Aug, 2021 @ 1:45pm 
I'm still tempted to give it another try, but I'm afraid it'll be underwhelming because I have a rather busy full time job now, and additionally I run Linux everywhere now which makes running visual studio for development of the script hard as far as I know. I could give that a try some time but.. well, I can't promise an update soon for now.
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.
a  [author] 13 Aug, 2021 @ 1:44pm 
oh wow, I almost forgot I still had this online! hmm..
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.
[LC] Kayn de Lunaris 9 Aug, 2021 @ 6:11am 
Status :)?
a  [author] 18 May, 2018 @ 2:32pm 
a  [author] 18 May, 2018 @ 2:16pm 
I haven't worked on it for a long time, or played much space engineers since. I've been waiting for especially the mod API to be more finished, but it seems that Keen is slowing down the development of space engineers even though it's still in early access phase, and I haven't seen an update from them in months.. :steamsalty:

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)
Spacy 17 May, 2018 @ 5:15pm 
Anthropy, what's the current Status?
Dragonspride1995 12 Dec, 2016 @ 1:19pm 
I gota say I was very dissapointed that this was broken. I loved the idea of having a AI for my own ship.
a  [author] 12 Dec, 2016 @ 9:19am 
I might write an update or a new version some day. I can't predict when that is.. although I have to say the current state of the mod API makes me want to try again, there's a lot of new things I could try doing, like maps of the ship with locations of all the engineers whenever sensors go off..
Dragonspride1995 11 Dec, 2016 @ 4:42pm 
Have you discontinued this?
Flatfoot 29 Sep, 2016 @ 11:46am 
Ok.. surry to hear it. She seems like a good concept script. Good luck and be well.
a  [author] 26 Sep, 2016 @ 9:52am 
The current code is spaghetti I wanted to rewrite. I have a base for a new version which I never released, but it doesn't have nearly the same functionality as this one, and you'd be better off just using 'Configurable Automatic LCDs'. For those curious, the WIP code can be found here [pastebin.ca], it should work (I think, haven't tested with recent updates) but it's not much more than a status report in it's current state.
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.
Flatfoot 26 Sep, 2016 @ 3:48am 
Is there any updates with this? Or is it dead in the water?
Celestite 15 Dec, 2015 @ 12:01pm 
guy its time to update it
acc 14 Nov, 2015 @ 2:53am 
Kinda like one of the drones you can buy in an store

Well more like if someone hacked into it and flew it away
acc 14 Nov, 2015 @ 2:52am 
I mean things like ships that have ai (Because you can access them if you put an programming block on them) and maybe control them like if i would control an drone on my team camera, thrusters, etc
a  [author] 13 Nov, 2015 @ 5:12pm 
Also are you talking about a foreign ship? because programming blocks have the same access rights you do; if you can't access a thing, your programming block can't either. If your programming block has access, it can access any lights, remote controls, doors, or other object with computer components.
acc 13 Nov, 2015 @ 4:35pm 
Well would it be possible to lock all doors turn off lights and remote control the rest of the ship?
a  [author] 13 Nov, 2015 @ 4:33pm 
@MibMab: Depends on the level of control you want to give them; You can't change ownership of blocks afaik, but you can relay commands to thrusters, gyros, pretty much everything, including remote controls, making a ship move as if it was theirs even though they can't sit in any cockpit.
acc 13 Nov, 2015 @ 1:21pm 
Anthropy (awesome name btw) is it possible/can you make a script that gives you access to the ship*?

- MibMab
a  [author] 14 Aug, 2015 @ 8:40am 
I've been too busy with my job to be able to take a look at this yet, but I hope to do so soon.
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.
data1chi 11 Aug, 2015 @ 8:47am 
I was looking forward to seeing how this script turned out when I subbed a month ago. Finally got round to buiding again but keen broke stuff again.
It's throwing exceptions on lines 873, 875, 877, 2 exceptions on 882, and on 886.
a  [author] 4 Aug, 2015 @ 8:27am 
@Bavrgor Really? they must've changed the ingame modAPI then.. good job KSH, I know you guys are early access, but making breaking changes in APIs?
I'll take a look at it later.
_Bavra_ 3 Aug, 2015 @ 2:00pm 
It's in line 873.
_Bavra_ 3 Aug, 2015 @ 1:53pm 
Dude, the version on the workshop is throwing an exception.
"Sandbox.ModAPI.Ingame.MyGridTerminalsystem is not defined for Blocks"
a  [author] 27 Jul, 2015 @ 2:30am 
@Jarhead: I just tried it out quickly, seems the OOP issue with multiple classes with the same method names is finally fixed :)
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 :)
jarhead 26 Jul, 2015 @ 7:12pm 
KSH fixed most of the issues you were having (see mmasters script) i have used his to see my projector status as well as several other things.
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.
Ace The Gent 20 Jul, 2015 @ 11:04am 
I also want to say i love this by the way, i hope it gets fixed soon so you can keep working on it,
a  [author] 20 Jul, 2015 @ 2:44am 
@Flatfoot: Seems like a fun idea, I'll probably implement something like that somewhen, but I can't promise when, see reason below.
a  [author] 20 Jul, 2015 @ 2:36am 
@Vadernielsen: the listed functionality should still work, I intend to continue updating it eventually, but I kind of really want KeenSWH to fix the programming block so I can properly implement OOP and enums and such, otherwise it's going to be a major hackjob to get everything working, and it kind of already is; I have to parse huge amounts of strings just to get some basic variables which should be available in their native forms (integers, floats, etc), which means I can't use more than ~500 devices because otherwise the program just gets halted due to hitting the execution limit.
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.
Ace The Gent 20 Jul, 2015 @ 12:36am 
Is this still alive?
Flatfoot 26 May, 2015 @ 7:40pm 
Will this auto-manage desired stockpile levels(or can this feature be implemented)?

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.
DerFedus 22 May, 2015 @ 3:16pm 
@Anthropy.

Hope you're solving things just fine.
Thanks a lot for this useful AI. will test right now and give feedback
ELIAS 9 May, 2015 @ 2:03pm 
Well, i dont see reason why people wouldnt be using this. It has actually helped me alot with my energy consumption. BTW good luck with your IRL stuff mate :D
a  [author] 9 May, 2015 @ 12:17pm 
Nice to see people are still using the AI! I haven't worked on it in a while due to some personal problems, but I've been trying to pick up on it again. Still can't use most the programming functions I need though, like enums and multiple classes with the same objects, so the alert system is still kinda broken. Right now it only goes to blue alert when there's blocks missing or damaged, and if you would somehow manage to get it to go to red alert (there's no way for it to automatically go to there) it would engage turrets.
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
ELIAS 9 May, 2015 @ 6:51am 
Exactly what things can cause an alarm state to go on?
Please tell me what things cause alarms, and what stage of alarm they cause. BTW, Amazing work.
FlyKick 8 May, 2015 @ 9:28pm 
Nice work! Seems incredibly useful. Hope keen will fix those bugs soon.
Nox 11 Apr, 2015 @ 10:51pm 
By the way, I was making a mass effect reference calling it a 'VI'. Remember? "Virtual intelligences work wthin a specific set of predefined parameters." .. =)
Nox 11 Apr, 2015 @ 10:50pm 
Awesome. this is precisely what I wanted to work on too.

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.
Raziel 8 Apr, 2015 @ 11:11am 
I hope Keen cares. I like the idea and the script is really great. (take it as a template for understanding C #) I've already learned from the script. ^^
a  [author] 8 Apr, 2015 @ 10:51am 
@GentradiesDracos: It's broken xD nothing short of it. Especially the Programming block, since it has to run in some kind of sandbox which they just haven't even finished yet (causes the enums, custom objects, etc to crash).
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.
Gantradies 8 Apr, 2015 @ 9:29am 
huh. Techncialy, what you're hoping ot make is a General-Pourpose Expert system, but its great to see peopel experimenting with this stuff! the API's are REALLY that bad? i heard a few thigns oabut there being near-zero doccumentation, but..
Raziel 6 Apr, 2015 @ 1:45pm 
ah ok. And now next problem. Ive remover any solar pannels. nothing is too mutch despite that. he shows 0W/0W of any powersource. I´ve test remove the Stargate (it is an reactor with 0W/0W) and it show the same. here is a screen of my energy components. Shipshield is an battery too but if it have power it will change damage in to energy lost to the empty.
sorry if I nerve.
here the screen.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=420243567
a  [author] 6 Apr, 2015 @ 1:14pm 
@matthias: The alert system is currently unfinished. Right now it only triggers Blue alert, when it detects damaged blocks. I will extend it in a future update.
Raziel 6 Apr, 2015 @ 11:55am 
where can I find which alarm is executed in which event?
a  [author] 5 Apr, 2015 @ 10:19am 
@matthias22101987: You can turn off gravity management by commenting out the manageGravityGenerators() line. I don't have a guide except for this page due to the script not being complete yet, and large parts will be overhauled and changed.