Space Engineers

Space Engineers

Blueprint Component Requirements
109 kommentarer
Dormant 22. nov. 2024 kl. 11:18 
@LeNi ya I had that problem as well. I just rewrote a brand new code that reads only vanilla components. Still working on the Modded materials side. I will be releasing the script within the next few hours or so.
LeNi 17. mar. 2024 kl. 8:11 
Yep cant connect LCD, script dead
[KpL]MiniBoot 20. dec. 2023 kl. 6:55 
Hi, is this script still live? I run into this problem where the script can run, but it doesnt connect to the LCD screen. Any suggestions? Currently running the revised script compiled by @Felsenuboot
Ligax 13. maj 2022 kl. 20:39 
Hello,

The script gives me values very much lower than what is really required, does it still work ?
Felsenuboot 18. nov. 2021 kl. 14:03 
Also struggled with the script. I merged @John Macmillan's, @KamiKatze's and @Francis' changes to the script.

You can download it on pastebin

#######################

https://pastebin.com/bB5um7GZ

#######################

or add /bB5um7GZ
KamiKatze 27. juni 2021 kl. 15:00 
This script needs some updates (Part 2/2)

Position:
"Large ship blocks from projector"

Added the following:

{"Grated Catwalk Corner", new Dictionary<string, int>{
{"Girder",4},
{"SmallTube",32},
{"Construction",24}
}},
{"Grated Catwalk Straight", new Dictionary<string, int>{
{"Girder",4},
{"SmallTube",32},
{"Construction",24}
}},
{"Sci-Fi Large Atmospheric Thruster", new Dictionary<string, int>{
{"SteelPlate",230},
{"Construction",60},
{"LargeTube",50},
{"MetalGrid",40},
{"Motor", 1100}
}},
{"Sci-Fi Atmospheric Thruster", new Dictionary<string, int>{
{"Motor",110},
{"MetalGrid",10},
{"LargeTube",8},
{"Construction",50},
{"SteelPlate",35}
}},
{"Hydrogen Engine", new Dictionary<string, int>{
{"Motor",12},
{"LargeTube",12},
{"Construction",70},
{"SteelPlate",100},
{"PowerCell",1},
{"Computer",4},
{"SmallTube",20}
}},
KamiKatze 27. juni 2021 kl. 14:59 
This script needs some updates (Part 1/2)
Additionally to the already mentioned updates/bugs here are my two cents:

Position:
"DisplayBlock = DisplayBlocks[0];
// find object type
/*"
Added:
MyObjectBuilder_TextPanel/SciFiLCDPanel5x5 // Sci-Fi LCD Panel 5x5
MyObjectBuilder_TextPanel/TransparentLCD // Transparent LCD


Position:
"Large ship blocks from projector"

Added the following:

{"Control Seat", new Dictionary<string, int>{
{"InteriorPlate", 30},
{"Construction",30},
{"Motor",2},
{"Computer",100},
{"Display",6}
}},
{"Grated Catwalk", new Dictionary<string, int>{
{"Girder",4},
{"SmallTube",20},
{"Construction",16}
}},
{"Grated Catwalk Wall", new Dictionary<string, int>{
{"Girder",4},
{"SmallTube",26},
{"Construction",20}
}},
Argus von Stein 16. maj 2021 kl. 11:59 
Update please. This script is very needed.
Francis 19. feb. 2021 kl. 23:58 
I noticed some typos in this. For regular non-large Thruster's , each entry of [type] thruster has an 's' at the end of the string. I.E. you have "Atmospheric Thrusters" when it should be "Atmospheric Thruster". This is also true in @John Macmillan 's version.
Additionally I have noticed that large grid "Cockpit" incorrectly is labled as using Interior Plates when it uses regular steel plates. This might have just been an update change however. (Perhaps the thruster names may have also been from an update?)
I was able to make the necessary change and get it working (along with adding Sci-Fi entries for all thrusters, as well as Industrial Cockpit.)
DarkSky 19. nov. 2020 kl. 15:55 
a few of your links dont work can you fix them, please?
CactusCraze 19. juni 2020 kl. 13:16 
Does this still work? Ive been doing things correctly and its still isnt working.
Kittamaru 18. maj 2020 kl. 4:29 
@John Macmillan - just curious, are you still maintaining this? If so, can I ask you some questions? Seems that the output to an LCD isn't working?
Malohkan 25. mar. 2020 kl. 22:24 
@John Macmillan can you put that up on pastebin as well? I don’t know how long it’ll take the-phill to see this and it’d be nice to have a working version!
John Macmillan 26. feb. 2020 kl. 8:49 
Hey !

I did corrected the script at latest version (for you and others to use it) it's still your code it just don't have new DLCs blocks. :)

(I didn't made any edits on my own outside updating the code depreciated)

I did sent you the code via email too


Enjoy and have a great day !

Edit : Due to char limitation I did put it into a pastebin
************
https://pastebin.com/jYhA0PqJ

If link gets deleted go to pastebin and add /jYhA0PqJ
Arbiter1223 14. dec. 2019 kl. 11:37 
Script has been updated to game version 1.193.022! Unless the-phil decides to publish the updated script here, you can find the link to the updated script in the discussions page ("Block Name" is not in the dictionary, this block will not be calculated", to be more precise).

If there are any problems with the script, let me know, and I'll push an update to it. Also, @the-phil if you have any feedback for the updated script (i.e. something needs to be changed), I'll make any changes you would like ASAP. I've also included a link to a changelog for you in the same comment as the updated script; it includes pretty much everything I changed/updated in the script.
Arbiter1223 12. dec. 2019 kl. 10:51 
HI! I've been using your script, and it's been REALLY helpful! It's incredibly useful to know exactly what materials you're going to need to build your creations. I did notice a couple of weird things, though, such as some vanilla blocks, particularly the DLC blocks, not being in the block dictionary and some components not being added correctly in the component list (then again now that I think about it, it may be due to the heavy armor bug).

For personal use, I'm going to do some tests in a vanilla creative world to 1. see if there are any vanilla blocks that need to be added to the block library (both small and large grids), and 2. check to make sure the required components are still correct. I did notice you mention that you'll be updating the script soon, though, so if you're okay with it I'll DM you the updated block dictionary if I find any issues with the vanilla blocks. :)
the-phil  [ophavsmand] 1. dec. 2019 kl. 15:34 
@The_SweetPotato trade.tf [FIN] gotcha! If it's just a "warning" the script should still function.

A while back they deprecated code when they added the surfaces for text panels, hopefully that deprecated code wasn't taken completely out. Regardless it needs to be update, so I'll take a peak when I'm on break. Thanks for the heads up!
The_SweetPotato 1. dec. 2019 kl. 10:08 
@the-phil idk about scripting in space engineers but error message saying something about lcds pops up when checking the code ._.
the-phil  [ophavsmand] 1. dec. 2019 kl. 6:30 
@The_SweetPotato trade.tf [FIN], I'm about 2 weeks out before I have time to check it. Could you explain the issue you are having?
The_SweetPotato 1. dec. 2019 kl. 1:58 
obsolete :/
the-phil  [ophavsmand] 27. sep. 2019 kl. 21:58 
@Randy Dicknose glad to hear it! The component lists are behind too often eek! need to rewrite or find my old xml parser to automate the process. There will always be a few things like armor blocks that are always off, but glad to hear it's getting you most of what you need!
Gaffelape 15. sep. 2019 kl. 23:58 
I just want to say this is an awesome script that made my 3D printer setup become a breeze since I dont have to constantly check for missing components! I'm guessing the small issue I have with not getting all required components in the correct number might be because as you say you are missing a handful of blocks. And I can easily overcome that by just crafting some extra components, so its no problem at all, thansk alot for making this!
Loki McNeil 6. maj 2019 kl. 9:40 
When I can get this thing to work (my fault likely), it is a great tool. I do have to figure out where to add the values for items belonging to other mods, such as thrusters not added to this programs library.
Malohkan 27. apr. 2019 kl. 5:36 
@the-phil Probably a fuller solution would be “cargoBlockName” and then it would set that custom data to that block. Ultimately that’s where you want it to be set anyway! Then it’s just one variable string and you have room to use the rest of your CustomData for other things.
the-phil  [ophavsmand] 26. apr. 2019 kl. 18:29 
@Malohkan Thanks for sharing the code! That's awesome! Definitely a useful feature, I'll see about adding that into the build (may be a little bit, time permitting and all that, I like testing/playing with that stuff before publishing). Was thinking of using the CustomData field for configs and saving states from arguments, may have it where it modifies a line that starts with like "isys: " or "tim: " followed by that string data, we'll see.
Malohkan 23. apr. 2019 kl. 8:06 
Sweet script! I use Isy's Inventory Manager instead of TIM, so I added a boolean to the top to let you toggle that mode to output what it's expecting to the CustomData: https://pastebin.com/sksy9WZe
RoJ 31. mar. 2019 kl. 17:20 
Wooooo.
Sorry I missed your comment, Anonomi.
But you'll be glad you waited. My fixes merely got it not erroring, I noticed. So glad you decided to work on it, Phil. Thanks for the effort!
the-phil  [ophavsmand] 31. mar. 2019 kl. 13:59 
@mat1k, @Apophis, @anonomi, @[MFC] roj42 Thank you guys for your patience and fix notes! Got in touch with roj42, updated my Windows computer and finally got Space Engineers downloaded again, published a new version that should be working! Still needs some love with all the new blocks and other changes I'm sure I've missed.
CptCraggles 30. mar. 2019 kl. 7:44 
@roj42, if you have a fix for this, can you upload it? I'd like to use this!
RoJ 26. mar. 2019 kl. 10:59 
Sir, I fixed it. DM me for the code (I guess we need to be friends? author only, y'all. :P ), if you like, but basically:
'Oxygen Generator' is now called 'O2/H2 Generator'
You were spot on about getItems.
projector on/off via 'setvalue' needs to be replaced, I used "isWorking"
Ditto showOnHud for display blocks
Ditto setting FontSize
Fonts are now stored as strings, so you can scrap the font int completely
Apophis 21. mar. 2019 kl. 15:38 
Sadly still Erros at 867,868 and 870 looking forward to a update
mat1k 15. mar. 2019 kl. 17:24 
No rush. I'm from Christchurch so not exactly focusing on games right now.
the-phil  [ophavsmand] 15. mar. 2019 kl. 16:32 
@mat1k thanks for letting me know! Had no idea, real life has been draining all of my time. It looks like the API for inventory has changed recently. It might be some time before I'll be able to get a good look at it and publish an update.

Spotted a couple of links that may be of use for me in the future KSH forums [forum.keenswh.com], Steam forurms
At a glance commenting line 862 to 867 and adding a list instantiation and a new call for GetItems might do the trick, not sure how assemblers work with the new changes... this is not tested; only going off the info on the forums and a partially functional exhausted brain.
List<MyInventoryItem> Items = new List<MyInventoryItem>();
Blocks.GetItems(Items);
I'll see if I can take a look at it after I've recovered some brain power!
mat1k 15. mar. 2019 kl. 13:10 
This is broken again. Errors during check code on lines 867, 868
DirrtyHarry 23. feb. 2019 kl. 13:04 
Is it up to date for the use without a timer block? or can i still use it normaly with a timer block?
Cytosine 6. sep. 2018 kl. 23:21 
Sorry Phil, finally getting around to testing and it looks great. Thanks again!!!
the-phil  [ophavsmand] 30. juli 2018 kl. 14:12 
@Cytosine script has been updated, I did a quick test and it looks like it's working. Let me know if it gives you any more problems and thank you for the post letting me know the script broke with the latest update!

Looks like some of the inventory data gathering routines in the core SE code changed. Instead of using SubtypeName from MyObjectBuilder_Base I did some substring magic to get the same info.
Cytosine 30. juli 2018 kl. 0:13 
Awesome, thanks! I've got a whole server full of builders that will indeed be happy. :)
the-phil  [ophavsmand] 29. juli 2018 kl. 22:29 
@Cytosine I just updated to the latest patch, will try to get some time to take a peak at the script and see what's going on.
Cytosine 25. juli 2018 kl. 18:08 
Great script, btw.
Cytosine 25. juli 2018 kl. 18:08 
Anyone know how to fix this for the latest patch?
the-phil  [ophavsmand] 23. mar. 2018 kl. 11:26 
@Stylistic Sagittarius [NL] Are you saying like have L1:SteelPlate 100/100 L2:InteriorPlate 100/100 instead of L1: Steel... L2:Bar [||||] L3: Interior.... L3:Bar?
Sagi 23. mar. 2018 kl. 10:09 
Is it possible to show onnly the requirements o the lcd without progress bars?
This way with a bit of letter size management you will be able to get mostly always get all the requirements on 1 screen without having to scroll.
p.s. love your mod!
the-phil  [ophavsmand] 10. feb. 2018 kl. 17:56 
@|eBs| Pat4fix I just tested the autoscroll=on/autoscroll=off and it looks like it's working. Verfied in the code that it is case insensitive so AutoSCROLL=OFf should work too. It does require the equals sign and no spaces (I only have it script mangling the arguements string with the ToLower() method and didn't ad a trim to remove extra whitespaces), and of course to be running on a timer and all that jazz.

There does seem to be a flicker in my test instance where it flashes the LCD "Online" default image then the text. There may have been a change in the core of SE that makes some of code used to toggle the text mode improper, if I get some time I'll look into that.
the-phil  [ophavsmand] 10. feb. 2018 kl. 17:56 
@[78RUS] raydenEG the current version only handles english in the dictionary files, I don't have or know of an easy/smart way to handle multiple languages. It should be possible to replace the variable names in the dSmallShipComponentPieces and dLargeShipComponentPieces dictionaries. This would still list the components in english, so each dictionary of components in those lists would have to be edited for the desired language.
If you decide to take the time to edit all those variables for another language please post it on the workshop and I'll link it from this scripts page!
Pat4fix 8. feb. 2018 kl. 15:54 
autoscroll=off do not work :(
raydenEG 30. dec. 2017 kl. 1:33 
it not work if you have not english block name =(
roygul 17. juli 2017 kl. 0:59 
Just gave it a quick whirl, Perfect. Have to wait for my survial game to produce my parts list and will journey off and build a remote base :).

Thanks :).
the-phil  [ophavsmand] 15. juli 2017 kl. 5:02 
@roygul Can you test the new version, the CustomData field should have an auto generated string for TIM. I did a super quick test and it looked like it worked. Noticed a lot of changes to the projector data, fixed a couple.... yikes!
roygul 14. juli 2017 kl. 23:40 
Thanks, Will keep my eye out for future releases. If it proves not fun, no worries.

Cheers