Space Engineers

Space Engineers

Power Display and Manager (Obsolete)
202 条留言
Krusty2009 9 月 3 日 下午 8:21 
Love the script but is there a way to have the Hydrogen Engine's off but have the script run as normal?
i have reactors and battery's but would like to be able to control the Hydrogen Engine's manually due to them using up all my hydrogen. They seem to turn on and off with the reactors.
Morphik  [作者] 2 月 17 日 下午 3:20 
A lot has changed in SE as far as power production and batteries. I am going to tag this as obsolete until I get a chance to look into the issues. My apologies.
SledgeHammer43 2 月 11 日 下午 2:11 
I got the message :"Script execution aborted. Script is too complex. Please edit and compile the script again "
God Of Hellfire 1 月 18 日 下午 3:06 
love the script but it reports 2 batterys when my base only has one any idea ?
Gorr Cabal 2024 年 11 月 22 日 下午 2:28 
I got the message :"Script execution aborted. Script is too complex. Please edit and compile the script again "
Old Bob 2024 年 7 月 10 日 上午 8:46 
USED TO BE MY GOTO PROGRAM FUNTIONS FUNNY NOW
big_blue_4101 2024 年 6 月 3 日 下午 4:03 
how can i add modded power block to the script?
Space Trucker Steve 2023 年 10 月 5 日 下午 7:41 
@Kartoffel use Event Controller block.
Kartoffel 2023 年 7 月 14 日 下午 6:31 
Is there a way to make it so when it turns on the reactor it automatically changes a light group to a color similar to how you have the solar lights change?
OzzieWorm 2023 年 3 月 9 日 下午 7:39 
For some reason this is turning on hydro engines on my connected ships. :/

@RobGoGames - that's local. Change it in the LCD settings from Debug (it's a terrible font type)
King Matt 👑 2023 年 1 月 27 日 下午 7:54 
Is there a way to keep a block from being managed by the script? I have some reactors I want to always be on
gcherfz 2022 年 12 月 29 日 下午 3:31 
you can change it in line 81, tho i find it weird why it´s at all defined in the script
Fenrir 2022 年 12 月 27 日 下午 12:31 
Please allow the font size to be adjusted, it is rather hard to see
Rob Games 2022 年 11 月 22 日 下午 11:41 
can you fix the font is very blury
Interior Light 2022 年 10 月 3 日 下午 9:59 
I just lost a braincell
i dont understand
MadPolock 2022 年 10 月 1 日 下午 1:24 
I forgot it needs to see the steam power turbines, these are actually what produce the power from the nuclear reactors and geothermal steam power.
MadPolock 2022 年 10 月 1 日 下午 1:10 
Great MOD? Ok this mod does work with modded batteries, but it can't find them if you use tethers and poles to connect the power to other buildings. You have to have blocks connected between buildings. Also this mod can't find other types of reactors. I have a fusion reactor it can't find and the Industrial OverHaul nuclear reactors that produce steam it can't find. Isy Inventory Manager doesn't see these other types of reactors either. They might have a different name in the code, I don't know. But if you could get your mod to see them that would be great. Thanks.
three7s69 2022 年 9 月 24 日 下午 12:18 
Oh yes sorry, I found the issue... PEBCAC. My bad. :steamfacepalm:
Morphik  [作者] 2022 年 9 月 24 日 上午 10:26 
Whats different? I just ran the script last week and it looked like it was still working fine.
three7s69 2022 年 9 月 21 日 下午 7:37 
Could we get this mod updated for the current version of the game?
Interior Light 2022 年 3 月 21 日 下午 12:45 
Support for modded power blocks would be fantastic, keep up the good work!
MrFox 2022 年 3 月 20 日 下午 3:15 
Support for modded power blocks plz
Ponkie 2021 年 9 月 23 日 下午 7:27 
Can this be edited to display modded panels correctly? It looks like it recognizes them as normal ones
MrFox 2021 年 9 月 23 日 上午 1:23 
if power is to low, trigger a timer and/or other things. liek a super lower power saving mode?
max 2021 年 7 月 11 日 下午 5:21 
to mount it on the cabin? and then with arc reactor it does not work
max 2021 年 7 月 7 日 上午 11:19 
per montarlo sul lla cabina? e poi con reattore arc non fuziona
[82AD] Incoming !!! 2021 年 4 月 24 日 上午 7:58 
Is there an option to disable the management part ?
Kinger 2021 年 2 月 16 日 上午 7:57 
fix the engines. its annoying with them on constantly
Protheus 2021 年 1 月 28 日 上午 12:50 
The hydrogen engine question I also would like to know
Randyation 2021 年 1 月 27 日 下午 3:20 
Anyone know how to make the hydrogen engines stay off unless I want them on to save hydrogen.
Ozi 2021 年 1 月 11 日 上午 2:45 
multi panel support?
Morphik  [作者] 2020 年 12 月 25 日 下午 6:27 
Sorry, I feel like a feature like that is out of my scope of coding knowledge.

But I have updated the script to reflect some the changes to some of the blocks.
Raszul 2020 年 12 月 9 日 上午 2:04 
love the script

but i ran into an issue with docked vehicles.

in my case my miner is refusing to turn off its hydrogen power plant while docked and keeps wasting ice - and that's even though the base it is docked to easily has enough power from its wind turbines to run itself and that miner with plenty to spare and has quite full batteries too.

could we get an option to turn off management of docked vehicles?
YeahKinda 2020 年 11 月 26 日 下午 6:14 
"Script execution terminated, script too complex. Please edit and rebuild the script."
-Programmable block, when attempting to play the script.
Armigus 2020 年 11 月 13 日 上午 10:13 
You might want to have and recognize a tag on connectors like [NoMgmt] where it won't try to manage any subgrids on the other side.
Airomis 2020 年 10 月 5 日 上午 11:43 
Is it possible to have engines only turn on 1 at a time as needed? Same with reactors?
VisMann 2020 年 9 月 19 日 下午 1:41 
Does anyone know if you can get this script to focus on batteries only on your base? I keep running into a small problem with it toggling auto/recharge on my ships and not having much control if the batteries on my ships may or may not have a charge.
big_blue_4101 2020 年 8 月 16 日 下午 8:02 
@Foxbat I mention how to adjust the text size in an earlier comment.
=Longhooter= 2020 年 6 月 12 日 上午 10:35 
script wont run any more please update its not working it keeps saying that the script is to complex and needs to be rebuilt
Foxbat 2020 年 5 月 13 日 上午 9:01 
How do I change the text size?:steamfacepalm:
Interior Light 2020 年 2 月 29 日 下午 7:25 
space engineers oh space engineers, SON OF A GLITCH
HeavyDeception 2020 年 2 月 19 日 下午 1:57 
This is what it says? Caught exception during execution of script:Index was outside the bounds of the array. at Program.Main(String Argument) at Sandbox.Game.Entities.Blocks.MyProgammableBlock.<>c__DisplayClass46_0.<ExecuteCode>b__0(IMyGridProhram Program) at Sandbox.Game.Entities.Blocks.MyProgammableBlock.RunSandboxedProgramAction(Action'1 action, String&response)
HeavyDeception 2020 年 2 月 19 日 下午 1:53 
ok so I have an error can anyone help me?
Dr_Amnezio 2020 年 1 月 5 日 上午 5:41 
The script works for my big ship but not for my station...
It is like the station is corrupted because when I connected both, the ship is corrupted too and need a restart of the script and it works again but not for the station
OridenX 2020 年 1 月 1 日 上午 10:14 
started to get script is out of bound of array error. Won't run any more
BanRuh 2019 年 12 月 9 日 下午 4:57 
Is there a way to turn off something to be able to turn on/off the reactors manually because my base don't have much uranium only 3 ingots and i want to be able to turn it on when i want but the script wont let me turn it off it goes off as so i click on
ErickXavier 🏍 2019 年 10 月 20 日 下午 9:57 
By the way, if someone is trying to run this script on a server that turns off programmable blocks with heavy scripts, replace the line bellow:
Runtime.UpdateFrequency = UpdateFrequency.Update10;

with the next line:
Runtime.UpdateFrequency = UpdateFrequency.Update100;

Att' ;)
ErickXavier 🏍 2019 年 10 月 20 日 下午 9:55 
Hey! Suggestion: You could add some lights that could show if the stored/generated power is sufficient to keep the batteries and other blocks powered. :) Same principle: green, yellow, red...
big_blue_4101 2019 年 10 月 10 日 下午 11:13 
@ApexAlphaGaming, this is how i solved the problem.

// Solar Stuff
float solarC = 0; // Solar Current output
float solarM = 0; // Solar Maximum Output
float solarIM = 0; // Solar Ideal Maximum Output (based on Grid Size)

if (gridS == "Large")
{
solarIM = allSolar.Count * 20120; // Large Grid Solar Maximum
}
else if (gridS == "Small")
{
solarIM = allSolar.Count * 40; // Small Grid Solar Maximum

the "allSolar.Count * 20120" the number 20120 is what i fiddled with. the number will be different for you since it's unchanged. but yeah, i think i calculated the number of solar panels by their max rated output and changed the number so it read correctly.

hope this helps.
:)
Morphik  [作者] 2019 年 10 月 10 日 下午 8:17 
Sorry to have vanished for a while, I haven't played SE in a good while. I am not sure when I can devote any time to updating my scripts. I do apologize to all you that still use them.