Space Engineers

Space Engineers

Room Control Program v1.0
32 条留言
AlfRomeo80  [作者] 2022 年 3 月 17 日 下午 4:01 
I guess there could be some issues with the updates of SE. Sadly I've no time to update the scripts right now. They are not tested with the past updates.
MaDMardigan 2022 年 3 月 14 日 上午 11:20 
i was working on a large ship and i used this mod a while ago. now i loaded the save and the script keeps saying that its too complex... i couldnt figure out how to get it to work again.
additional info: the script added additional lines in the custom data of a sensor for "name= ; room= ; sensor= ; monitor= ;" - i removed the sensor but no effect on the script.
oOAlastorOo 2022 年 2 月 23 日 上午 9:09 
Thanks for coming back and actually yes it worked. I got the same issue on the H2O2 control. Only minimum build (setting up pasteable controlstation on an rotor) with each 1 block who gets accessed and 6 monitors, as well as an control seat.

Script starts, displays show sprites and then the PB throws the "script to complex" error.
Shame, as i love your control scripts and aimed to integrate them in a new shipline with proper control rooms.

The Power control is still working at least, dont know whats so different with the other 2, but i am no programmer :;
AlfRomeo80  [作者] 2022 年 2 月 21 日 下午 1:31 
@oOAlastorOo
Thanks for reporting your issue. Does anyone else has the same problem? Did you used the script in the past and it worked and suddenly it doesn't work anymore?
oOAlastorOo 2022 年 2 月 20 日 上午 12:14 
Dont know if you are aware, but i get an "Script to complex" Error right after Startup. Do plan to keep maintaining your Scripts?
AlfRomeo80  [作者] 2021 年 7 月 5 日 下午 4:39 
The sensors are needed to tell the script if the user entered the airlock.
And if more people are present, then the sensors block the airlock, if someone else is using it at the moment.
But you are right, it's a lot to do to set up a complete ship.
TheBlueChocolate 2021 年 7 月 5 日 下午 4:29 
Thanks for the help, but now, I don't find how to configure the airlock and hangar sensors, and I don't even want them. I wanted to use buttons, not sensors. (The switch presurisation command work now, but it doesn't open the doors after the switch)

And I think this script is complicated to configure. We have to configure each door with their room numbers and door groups, but couldn't we get the same result with the game's groups? When I configured my test platform, it took a long time to configure 4 rooms (1 airlock, 1 hangar, 2 rooms)
AlfRomeo80  [作者] 2021 年 7 月 4 日 下午 3:31 
To activate the script you need to setup a control seat or a display with panels.
On top of the script itself the commands are written to control the displays and with them the script. You can activate the Room Control and activate or deactive the leveling for the airlocks. But with only one conveyor system you don't need the leveling, of course.
TheBlueChocolate 2021 年 7 月 4 日 上午 10:14 
Maybe I didn't configure it correctly but I still get the message
max. Conveyors available: 1
Room Control: disabled
leveling O2: disabled
And I can't figure out why. I entered the name of the grid as well as the groups into the script, I only have one conveyor system.
AlfRomeo80  [作者] 2021 年 5 月 23 日 下午 4:11 
@Squatch_ and everybody else having trouble ith this script:
I've made a mistake in the instructions here. The signs < and > had been wrong.
Now I updated the instructions and wrote a little explanation how to read the commands for the airlock.
I'm really sorry about this mistake.

My PCs are working now with the new setup. Right now I'm setting up everything and soon, maybe tomorrow, I'm going to stream live on Twitch and play around with the scripts.
Perhaps there could be a live Q&A about my scripts ones a month on Twitch.
But first everything needs to work the way I want to.
AlfRomeo80  [作者] 2021 年 5 月 18 日 下午 2:26 
Hi, I'm sure you are not brain dead! ;)
Perhaps some instructions are wrong or missleading.
Right now I'm messing around with my setup to install some upgrades, but I don't have much time to finish it.
I'm looking into it soon. I hope this weekend everything should work fine.
Squatch_ 2021 年 5 月 18 日 上午 8:16 
Not sure if broken or I am brain dead but

Trying to set this up and using the "useAirlock" command results in an "unknown airlock command" error in the PB

I have tried using the following combinations and still get the error;
useAirlock=3>2
useAirlock=#3>#2
and for brevity I also tried with spaces and different capitisations

My base is setup with
1, Main Hangar
2, Air Lock 1
3, Control Room
4, Back Rooms

The doors are configured to the best of my knowledge - its really vague about what is in or out
and there is a sensor setup. Sci-Fi 1 Button Panels are set up for the fancy display and button input on every door, I have them set up for Request to Enter and Request to Leave as prompted in the documentation above.
Vents are all configured (even using 2 as suggested to prevent bottle necking systems)

Summary:
the useAirlock commands do not work to enter or exit the airlock, just gives errors in PB - please fix :)
Syphond 2021 年 4 月 24 日 上午 2:53 
I assume this could be the script i need to activate hangar doors after depressurizing the room But due to the literal worst instructions i have ever read, i can not figure out why it wont work other then to turn on lights i didn't tell it too.
LeeZAllen 2021 年 4 月 9 日 下午 3:14 
That makes perfect sense.... I think the problem is that I was trying to use useHangar=1 > to close the hangar doors but it failed likely because the O2 test wasn't being past (it works if I take the same base to the moon!).... I can definitely live with that and just program the buttons differently on the Earthlike....

Thanks for all the help and for working on this script! It is brilliant...
AlfRomeo80  [作者] 2021 年 4 月 9 日 下午 12:57 
I think an Earth-like planet has an oxygen content of 86%. Reducing the detection zone to 10% difference will result in locked doors and you will not be able to use them without using the airlock mechanism. I wanted the script to leave doors unlocked if the difference wasn't fatal, and block the door if the difference would suck the air out of your current room.
LeeZAllen 2021 年 4 月 9 日 上午 6:48 
The atmosphere diferrential is probably the one. It is the earthlike planet so high oxygen. I guess it is detecting the oxygen is already high so doesn't need to close the doors. I can live with that..... it is meant to be an airlock/hanger for low oxygen environments and as I said it works perfectly in that environment.
AlfRomeo80  [作者] 2021 年 4 月 8 日 下午 5:18 
@LeeZAllen First of all, thank you very much for your support!

I think the pressure differential between the planet's atmosphere and your base is not big enough to be detected.
Can you give the oxygen levels on your planet?

The script currently only activates pressure compensation when the pressure difference is more than 20%. It would be possible to add an entry to the parameters at the beginning of the script, where you can set this value individually.

Your idea of opening and closing doors with the same command will certainly make things a lot easier. But comparing strings is very high on performance, which is why I use characters like "=" or ">" to make commands easier to recognize. But I will definitely take up this suggestion and try to find a solution.
LeeZAllen 2021 年 4 月 8 日 下午 4:19 
Thank you, that works perfectly! Can I quickly as another question..... I was setting up a test station on the Earthlike planet but cannot get the Hangar doors to work properly..... They will open with a useHangar=1 < but will not then close them again with useHangar=1 >. Works if I copy and paste the base onto the moon but not on the Earthlike. I know it could be argued that I should not need the room management script but I just really love the idea of my standard outpost working anywhere.

If you were accepting any form of recommendation would it be possible to set up a single command for the airlock and hangar that basically toggles between the two states? i.e. if it is pressurised it depressurises and opens the relevant doors, and vice versa. I just feel that then a lot of the buttons around the base (especially for airlocks and hangars) can have a simple toggle button rather than a panel with two separate buttons (one for open, one for close). Just an idea!
AlfRomeo80  [作者] 2021 年 4 月 8 日 上午 10:52 
Sorry you are right. I actually forgot an important part in my manual.
I updated the instructions right away.
You need at least one sensor for airlocks or hangars (several if the whole room cannot otherwise be covered) so that the script knows when you are entering or leaving the room.
The sensor must also be assigned to the script in the custom data field with @RoomControl and the room number must then be added to the corresponding tag.
LeeZAllen 2021 年 4 月 8 日 上午 8:59 
Quick question.... I think I have set this up right with all of the room details, etc. However when I switch my Hangar and Airlock over to managed mode the console tells me that there is a sensor missing (Sensor : 0 - 1 Needed).... Could not find anything above about sensors. How do I set them up? (or have I accidentally enabled something I shouldn't have?)
Rulin 2021 年 1 月 28 日 上午 6:15 
Being able to interact with screens like these via touch (crosshair control) would be a gamechanger for me. I hope we will get there at some point.
Morphikon 2021 年 1 月 20 日 上午 1:12 
Awesome thanks, putting the grid name in the LCD got it to work for me so i'll try out the new one as well
AlfRomeo80  [作者] 2021 年 1 月 19 日 下午 6:28 
@Morphikon: I've updated the script and changed the way the grid gets analysed. Now you only need to use the names of the block if you are using merge blocks to connect two grids.
AlfRomeo80  [作者] 2021 年 1 月 12 日 上午 10:58 
The grid name is to seperate different grids. Only blocks having this name as part of their names are used by the script.
I use this to solve problems if your ship is connected to a station, for example. You don't want to see the blocks of the station on the screens of your ship.
Right now I'm testing another implementation to solve this problem without renaming all your blocks, but I have to test its behavior still.
Morphikon 2021 年 1 月 12 日 上午 5:02 
No the LCD is just the default name, do i need to name it "LCD GridName" or something?

And yes it is attached to the wall of the grid with the programmable block
AlfRomeo80  [作者] 2021 年 1 月 11 日 上午 11:47 
The custom name of the LCD has this grid name in its name and it is connected with blocks or connectors to the grid with the programmable block?
Morphikon 2021 年 1 月 11 日 上午 12:32 
Stock LCD and yes grid name is entered.

Bottom right corner says:

----Room Program----

max. Conveyors available: 2
Room Control: disabled
leveling O2: disabled
AlfRomeo80  [作者] 2021 年 1 月 10 日 下午 11:46 
Does the script compile wothout any errors? What is written in den InfoBox right down at the programmable block?
Did you enter something to the script at gridname= ?
Do you use a stock LCD or is the LCD part of a mod?
Morphikon 2021 年 1 月 10 日 下午 11:05 
When adding a LCD and adding @RoomControl to the custom data, it does nothing. I leave the block for a minute and the custom data is still just showing @RoomControl.

When running the program it shows room control= false in the programable block as well, do i need to enable something to make it work?
Dots 2021 年 1 月 8 日 上午 1:57 
wasn't there a Russian version of this script not long ago..? hmm...
jonat674 2021 年 1 月 6 日 下午 10:23 
great job
aaronlukemarshall 2021 年 1 月 4 日 上午 6:08 
Yes Buddy! Thanks for this work! Cudos my friend. :wrench: