Space Engineers

Space Engineers

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Rosa's Astral Codex Plus
   
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4 月 15 日 上午 5:49
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Rosa's Astral Codex Plus

描述
This script is essentially Rosa’s Astral Codex with a few extra features added, which itself was a re-write of Cruel Sun’s Astronomicon script.

This script allows you to scan asteroids (with one or more cameras) or manually add GPS points to a library, stored by the script and shared to other grids that are also running Astral Codex.
You can also add Notes to each entry (e.g. which ores it has), and later search for entries containing matching Notes.

Asteroid data can also be shared to other grids through the antenna system, synchronizing with your other ships as well as displaying mapped asteroids and GPS points to Whip’s Turret Based Radar.

Setup:

  1. Install the script on a Programmable block.

  2. Add “[Codex]” to the name of blocks with LCD’s (text panel, cockpit, etc.) to display text information on scanned objects or added GPS points.

  3. For blocks with multiple screens, add tags to custom data:
    [Astral Codex] displayPanel=2

    where the number is the screen index.

  4. Add “[Codex]” to the name of cameras to be used for **active** scanning

  5. Add “[Codex Passive]” to the name of cameras to be used for **passive** scanning

  6. (optional) Add [Export] to the name of blocks with LCD’s (text panel, cockpit, etc.) to output the full list of all stored entries as GPS points using the “export’ argument.

  7. For blocks with multiple screens, add tags to custom data:
    [Astral Codex Export] displayPanel=2

    where the number is the screen index.

Programmable Block Arguments

Argument
Description
Scan
scans object camera is pointing at
Find <text>
searches for <text> in database, selects closest entry with matching text.
Note <text>
sets currently selected entry’s description to <text>
Note+ <text>
adds <text> to currently selected entry’s description.
Go
Move to currently selected Entry’s location (needs remote control block)
delete
remove currently selected entry
clear
removes all entries from the database
findempty
search for nearest entry with no notes
create <custom name>
creates a new entry at the ship’s current location using <custom name> as its designation. Useful for adding ore patches on planets, as well as manually adding asteroids.
export
Exports all entries as a list of GPS points to a block tagged “[Export]”, with notes included as part of the name.

Configuration

The behavior of the script can be tweaked in the custom data in a section named "Astral Codex". All values are optional.

Key
Default
Description
raycastRange
15000.0
The maximum range, in meters, that cameras are allowed to scan. Meant to match the render distance of the game.
enableRadioReplication
true
Allow the script to broadcast the locations of asteroids to other grids running this script.
replicationKey
ASTRALCODEX
Allows you to keep your asteroid broadcasts separate from others. If you want to keep your asteroids private, but still synchronize their locations between your ships, change this value to any other text. It's kind of like a password.
enableRadarBroadcast
true
Allows the script to broadcast the locations of asteroids to Whip's Turret-Based Radar.
radarRange
50000.0
Broadcasts all asteroids within this distance from you to Whip's Turret-Based Radar (if enabled).
stoppingDistance
1000.0
The distance (in meters) away from an asteroid that the autopilot will stop at.

Example: [Astral Codex] raycastRange=15000.0 enableRadioReplication=true replicationKey=ASTRALCODEX enableRadarBroadcast=true radarRange=50000.0 stoppingDistance=1000.0

Passive Scanning

Cameras tagged with [Codex Passive] will automatically scan for asteroids.

Sensors with "Detect Asteroids" enabled will also automatically add an asteroid to the database if it is within range.

Compatibility with Other Scripts

Tree Menu Command

This script can be managed using Cheerkin’s Tree Menu Command script, below is an example of the TMC Custom Data for running Astral Codex:

Codex Survey 1 (Fe, Ni, Si, Ice, Co) DisplayName=Scan;scan DisplayName=Add Iron;note+ Fe DisplayName=Add Nickel;note+ Ni DisplayName=Add Silicon;note+ Si DisplayName=Add Ice;note+ Ice DisplayName=Add Cobalt;note+ Co Survey 2 (Mg, Ag, Au, Pt, U) DisplayName=Scan;scan DisplayName=Add Magnesium;note+ Mg DisplayName=Add Silver;note+ Ag DisplayName=Add Gold;note+ Au DisplayName=Add Platinum;note+ Pt DisplayName=Add Uranium;note+ U Search Database 1 DisplayName=No Ores;findempty DisplayName=Find Ice;find Ice DisplayName=Find Cobalt;find Co DisplayName=Find Gold;find Au DisplayName=Find Iron;find Fe DisplayName=Find Magnesium;find Mg Search Database 2 DisplayName=No Ores;findempty DisplayName=Find Nickel;find Ni DisplayName=Find Platinum;find Pt DisplayName=Find Silicon;find Si DisplayName=Find Silver;find Ag DisplayName=Find Uranium;find U Add Location 1 DisplayName=Space;create Space DisplayName=Earthlike;create Earthlike DisplayName=Moon;create Moon DisplayName=Mars;create Mars DisplayName=Europa;create Europa Add Location 2 DisplayName=Triton;create Triton DisplayName=Pertam;create Pertam DisplayName=Alien;create Alien DisplayName=Titan;create Titan Clear & Export DisplayName=Export to Display;export DisplayName=Delete all points;clear DisplayName=Delete Current point;delete

SJOmega’s Planet Map 3D

The output of the [Export] LCD is arranged so that the same LCD can be used to batch import the GPS points into SJOmega’s Planet Map 3D script, if you also tag it with [import].
20 条留言
Mortus Eclipse 9 月 26 日 下午 3:16 
Here is the workshop link.

The Ember Citadel
Mortus Eclipse 9 月 26 日 下午 1:33 
I have just posted it on the workshop. It's in a work in progress state but mostly functional. I was having issue with the conveyor sorters being inconsistent in actually draining.

Look up the "The Ember Citidel MK I (WIP)".
r4v1n6 8 月 16 日 下午 2:05 
@Spite Feel free to incorporate any changes you like. I have since last post added "Same Construct Filtering" to improve performance.

https://pastebin.com/CpMjcGTk
Spite  [作者] 8 月 16 日 上午 3:55 
@Mortus Eclipse, that sounds like a good setup, is your ore finding ship on the workshop?

@Empada, sounds like there is not an easy solution? I haven't played an SE in a while

@r4v1n6, those are some good improvements, would you mind if I update the script to include your changes? I'd be happy to add you as a contributor.
r4v1n6 6 月 1 日 上午 9:57 
Good stuff, thanks for the updated script. I added a couple of additional things from when I poked around in the original script:
* GoTo(): Require used RC to be tagged with [Codex], to prevent it from picking one belonging to a different ship/drone.
* ToGPS(): Added default Color, to avoid having listings/export use player color.


https://pastebin.com/G9NVEqNT
Empada 4 月 17 日 上午 9:41 
I was trying again and for one moment all the info appeared. but then just the name of the programmable block again.
Empada 4 月 17 日 上午 8:40 
@Spite, I tried and unfortunately it did not got all the information. Usually one write "Details Projector" and it returns all the info that appears on the side of the Projector when there is a blueprint on it (like remaining blocks and its names). I tried that with the programmable block and it only returned the name, without the rest of the info.
Since it worked with Projectors I wrongly assumed it would also work with the programmable block.
Mortus Eclipse 4 月 17 日 上午 7:39 
@Spite for scanning and adding notes I am using toolbar buttons as I am looking through a turreted camera at the time, observing the output of the Radio Spectography and Codex LCDS on the turret as well. The toolbar configuration of bars 1 and 2 are virtually identical to Survey 1 and Survey 2 in your TMC example with slot 1 being to control the turret controller slot 3 to scan and the ore tags starting a slot 5. Bar 3 I use for local location tags, IE "[ELP]" for those near the Earthlike planet, etc. TMC I will be using to retrieve data from my Astral Surveying Station as that would not require looking through the turret camera.
Spite  [作者] 4 月 17 日 上午 3:29 
@Empada, I haven't tried detail command yet, what would you put int he LCD custom data to make it display things like the number of asteroids etc.?

If there is another solution, maybe there's no need for me to figure out more C#
Empada 4 月 17 日 上午 3:10 
If you also use the Autotomatic LCDs you can already do that. just use the Details command from it. the script being able to do it by itself is a nice addition.