I'm in the same boat as you, I haven't played around with it much. People have been telling me I have to look at this script and another inventory manager one so I figured I should take a look. I'm so glad I did, they can really add some awesome functionality to the game :)
This scrip is by far the best addition I find to the game. One problem that does occur, that wasn't shown in this clip, is that when writing a long argument (like getting a list of specific Ingots with a quantity set for each), you will quickly lose sight of the information you are entering in the Custom Data because the text doesn't wrap. There are two ways around this: 1st, you can look to see when you are getting close to the width of the Data box, then hit Enter to go to the next line and keep repeating the process until all of your data has been entered. HOWEVER, once you have done this, you must remember to backspace each point at which you Entered or the data will not be interpreted correctly. The 2nd way to overcome the problem is to type out your Data in a word document, then copy and paste it into the Custom Data. This for me is by far the best way to do it as your word document will automatically wrap the text, ensuring that all of the necessary spacing stays as it should and you can easily see what it is that you are writing. Additionally, you can then save your Data to copy and paste into new LCDs as and when required. It also makes it extremely easy to amend Data when required. For example this is the data entry for my first list of Components that fills 1 x Double LCD Panel: Inventory {SCC} +bulletproofglass:200 +construction:2000 +computer:1000 +detector:200 +display:500 +girder:500 +interiorplate:2000 +largetube:2000 I now use this way of keeping all of my Automatic LCD Data entries. This way they are quick to set up and I don't have to worry as much about forgetting the correct layout to give me the information that I want. Plus, they are much easier to amend this way.
It is certainly amazing, glad I listened to you and checked it out properly :) That's a really important point about the text wrapping, I haven't set up any commands long enough to notice that but I'm sure there are many situations that it will happen in. Thanks for pointing it out :)
Yeh. I use it in conjunction with TIM. TIM is a great tool but I don't like the loss of feeling of being in control that you get with it. So I use TIM to organize what items are stored in my Cargo Containers, but I use Auto LCDs to see what quantities I'm holding, allowing me to decide what gets manufactured and when.
Even without the need for text wrapping, it is easier to save all of your commands and arguments in a word file so that they can be copied and pasted as required in a new base etc. I also keep notes of my font size for best fit on the screen - I might be a bit OCD =0)
Speed and distance may be important to update frequently, but if the display is just informational, to let you know how much you got when you look at it once in a while, you don't really need to update it that often. You can save yourself a lot of performance by updating it maybe once every 5 seconds, or even once every 10 seconds if you're around the display a lot. If you're not around the display a lot, you could even get away with updating it once a minute. Though at that point, it should probably not be an automatic update anyway, then it's more of an on-demand update, so I would suggest you put low-priority informational displays to be updated via button press instead. "How much power do I have" might be good to know at a glance from a distance, but "Has my iron ore gone from 1 million to half a million since I last checked" might be something you can take the extra time to go press a button to find out. That is still faster and more convenient than going into the inventory, searching and then adding up all inventories of iron ore manually, but it does not cause updates on the system. One or two scripts may not cause much problem at all, but imagine having 10 screens, leaving the base for a while, making 2-3 autominers, a few drones, maybe a car or 2. All of a sudden you're making 50-60 calls per second to the script engine, dragging down that physics calculation just enough to tempt Klang into sinking that autominer's drill a TINY bit too far into the asteroid surface and BOOM. All of that could've been sorted with either a button, or by updating less often.
And also, I noticed even though I set my timer to 30 seconds, it still keeps getting triggered several times a second. I haven't tested yet, but I'm guessing it's something to do with those 2 additional actions in the timer. (Edit) Sure enough, it was caused by the "Trigger Now" action. I'm assuming Trigger Now runs at every game update iteration.
Splitsie you're such a great teacher than any other player I've ever listened to! You take the time to explain every detail even what common buttons you use on your keyboard. You've opened my eyes to how scripting language works and have won my subscription to you. Jolly well done good sir and thanks!
Wow, thank you kind sir! :) I've always taken great joy from teaching so I'm pleased that it comes through in my videos and people get something useful out of them. I do my best to highlight when I'm using shortcuts as the lack of it was always something that frustrated me in a lot of the tutorials I've watched for Photoshop/Premiere/After effects etc so I'm glad that others find it useful :)
Definitely a helpful tutorial. I recently started using the Solar Alignment script on a gravetoid base inspired by the one you built in your Survival...Impossible series. It's been a great script to have, and I can definitely say that this one will be next on my list of scripts to add.
And to think, I was _just_ looking for such a video; I used to use Automatic LCDs and I just started using it again, and aside from power, powertime, speed, and stopdistance, I can't for the life of me remember how to use thing. Barring the [LCD] tag, of course lol
they've changed a few things with the timer block set up, but your right on the money with everything, thank you, Keen should be paying you to do these videos.
Thanks! Frustratingly, the ability to self trigger a script came out around a month or so after I did this video - hopefully I'll get time to remake this one (and several others) soon :)
Nice going man, I watched your video on LCD's a while ago where you said you didn't quite know how to do scripts. Glad to see you learning new skills in the game to help out your audience
Thanks :) It's one of the aspects of making these videos that I'm really enjoying. I'm learning so much that I'd never really played around with and it's making Space Engineers feel like a fresh game again!
I got this script a couple of days ago after watching the 30min MMaster's video on it showing the basic commands. I've always been afraid to use scripts in games but, man, does this one is quite useful and hands-down. Now I have LCDs monitoring my resources, batteries, charging time, and whatnot!!!! There's also a command to display damaged parts (you set the percentage like show stuff with damage below 90%, and you can also include incomplete construction blocks. It's very useful to check the LCD panel for any damage on the ship or rover I've jus docked on my main base.) Isy's scripts are also great, especially the docking-recharging one that sets your batteries to recharge when connected to a connector and reverse them back to "Auto" when disconnecting. So no more ships crashing to the ground because I forgot to change the batteries to "auto" again before undocking, lol.
So I just started playing after release. I was getting ready to start programming these screens and then I saw this video....thank God I don't have a huge amount of time on my hand so this is glorious to simplify it down to pretty much command prompt style "coding"
Automatic LCDs is just one of a few scripts that'll give you access to stuff with much more simplified setups. Things like MArmOS and the like can allow you to build very complex contraptions with limited setup - some very clever people make this stuff for SE :)
There used to be a mod that allowed you to do it, but due to the performance impact of rendering two scenes at once it's not really practical for most uses. I'm not sure if the mod works any more though :(
finally decided to give this a try never worked with scripts or programming blocks till today even though I subed to a ton of scripts now im wishing I would have done this a long time ago.
Just scripts are not available on most servers where i play in survival mode. Is there a way to make good scripts like the automatic LCD available without people messing up servers with bugged scripts ?
As the server owner you are meant to be able to set up 'scripter' roles to limit the ability to load scripts to certain people, I've never managed to get it to work on the servers I've used, though that could be due to the server host I was using (pingperfect) I'm not certain :/
What i have in mind is that you can use scripts but not make them or change them radically. So once a script is running, normal user cannot change, but use them. Right now as i understand its only possible to allow scripts, at least to certain people what usually will not happen on pupblic servers or you totally deny them. So all these nice stuff usually is not availably anyhow because server admins do no allow scripts. I fully understand why they are doing it. I see people coming on public servers only to make some wierd pistons and rotors to make the server lag like hell and then leave. They would do same with scripts just to destroy others people environment because they can. Sadly this behaviour i experienced on most of the servers i was playing. So something like a bullet proofed encapsuled script which you cannot misuse would be nice to have. Thats why i am running my own server now and i have to kick and ban almost daily people who just want do misuse it.
This video is SUPER helpful. I've watched so many of your videos. Best ones I've seen by far. Is there a word or pdf doc that lists the commands and their functions? That would be reallllly helpful for quick references vs trying to find what you're looking for in a video.
Thanks so much, I'm glad you found it useful. Sadly the documentation is pretty lacking of that sort of stuff (at least I've never found any good documentation of it) :( There are a few places on discord where you can often get very useful help though, one example is the modding/scripting channel on the Keen discord :)
It's a very cool script, I'm hoping to get some time in the not too distant future to do a new tutorial going over this stuff since a few things have changed since then, but I'm pleased you managed to work around those bits :)
You need to have experimental mode enabled for your game and have scripts enabled in that save for it to show up. Both of these were changes that happened since I made the video :/
@@masterblockhead2374 It's an option when you go to load the game - when you click on a save game click on edit settings then advanced. In there will be a check box for in game scripts
They do, you just have to enable in game scripts in your save game options, if you're on a server, most public ones have scripts turned off. Then you'll see menus very similar to what were around when I made this :)
I’m trying to use a programmable block to use a rover autopilot script, but it always says “ownership of programmable block has changed. Please recompile code”. I did nothing but build the block, what can I do to fix this?
I'm not sure, I think I left a link to the full guide for Automatic LCDs in the description. I only chose to use that script as an example for scripts in general as it's quite handy, I haven't used it all that much beyond the basics so you'd be better going to the source :)
How do you show the Oxygen tanks in the LCD? When I type this command Oxygen {G:Oxygen tanks Supply Bay [LCD]} then I only see Oxygen Tanks on the LCD with a bar, but I have 4 Oxygen tanks and 5 o2/H2 Generators. I want to see all Oxygen Tanks apart and all o2/H2 Generators apart with their own bar with percentage on the LCD screen. Can someone help me with that? Thanks in advance. Cheers! Note: even without the [LCD} in the name of the tanks, it shows me the same result.
Hi all. I have noticed that Splitsie can access a smaller console / interaction menu in some of his videos rather than the HUGE full screen UI. How is this done. It is a pain trying to align a projection when the console (K) covers nearly everything. I know you can fade the UI but that is not great either.
You'll need to enable experimental mode and ensure that scripts are active in your save or on the server you're playing on for anything else to show up. Unfortunately both of these things are off by default now :(
I didn't test it but I think it will often still fail as the programmable block and timer need to be owned by the same entity and I don't think factions count. Saying that I think it should work with the cargo being owned by other players in the same faction but it might be worth testing to see if that's really true...
Hi splitsie.how are you trying to finger out control blocks.i built a missle with a control block and trying to get it to go to a GPS area.no luck. Did you make a video on control blocks. i don't understand what the one thing .main control is for.
I'm guessing you're talking about using autopilot and the remote control. I've got plans to make a video on that, but haven't got everything working well enough that I feel happy with it just yet. One of the important things you need to remember if you're using the autopilot on planets is that the ship will need to have thrusters for all directions as the autopilot doesn't understand how to use gravity to move downwards
Splitsie I made a nuke missle silo.it also a missle printer.i put the GPS into to remote have timers set to turn on the remote 1000 feet in the air.the stupid thing loves me so much.it comes back home and kaboom
Do you have a Tut on how to Link the LCD's together using this script, As I have done what it said on the manual but still not working. If not could you make one as the ones out there are in german. Thanks
I don't understand why but my game don't show scripts that I've subscribed to in mod menu I'm wondering if this is new or if I should be concerned about this
Scripts aren't in the mod menu, only game mods. Scripts will only be found if you've got experimental mode enabled and in-game scripts for your save and then go to edit in the programmable block. In there there's another button which will load up your workshop scripts :)
Thanks! It will probably be a little while as I have to come up with a unique idea for why using the small block mods is worth it :) I'm one of the weird people that enjoys the engineering challenge that the two grid types creates :P
Ok, Got most of the Auto LCD script commands figured out. BUT......here we go again lol. 12:42 You're showing us how you set up the screens on these tiny lcd's.......a n d,.......wait a minute. Tiny......lcds. How? I've been searching the game for that size lcd and nope. Is that yet another secret mod? Also at the end... 16:08 I was waiting to see what you typed in to get that screen. I tried "inventory Cargo" got that huge list...DOUWH!! Tried Cargo * +Uranium:.....nope etc...etc. nada So I was just wondering what you had written in "Custom Data" to get that screen. Everything else has been coming along, and I now understand MMaster's guide better without my brain swelling.
I think they came out around that time, though I normally try to keep the tutorials completely vanilla, these days I bend that rule a little and have "Space Just Got Real" and "eyes just got clear" by Dr Novikov which conveniently clears up the LCDs :)
Splitsie that it "the eyes just got clear" I can see where your coming from in keeping it vanilla but it would be a good way to show off what your highlighting.
I agree, it's tough to balance. I try to aim for everything to serve the lesson, with something like the horrible highlight it's a tough one: - leave it in and it's hard to see what's on screen for people watching - get rid of it and have newer players frustrated that they can't manage the same clarity If I made this again, I would almost certainly go for the clarity as it is useful to be able to see what's happening :P
huh, triggering the timer block and starting the timer in the action... seems like a weird idea, what was behind this? it works, but it looks like an accident rather than something sensible. protection from infinite recursion is enabling it to work somehow... i wouldn't want to rely on that in case the behaviour changes.
I think it's been around for long enough now that Keen are pretty unlikely to remove it, especially as a large number of scripts are heavily reliant on using it. I'll be completely honest I don't really understand how it came to function that way, all I know is that any script that requires frequent refreshing uses this method so I wanted to include it in the video to ensure it wasn't a new concept to people playing around with scripts for the first time after watching :P
I've not found any good resources, and I'm not knowledgeable enough to teach that side of things, however the official keen discord has some channels for it where you will almost always be given useful advice and input if you've got specific questions. If you're looking to learn more generally then learning about C# is the way to go as that's the language used by the programmable blocks and I suspect there are generic courses for that out there :)
This video is actually entirely Space Engineers music. I might have gone through the game files to find the different versions that aren't on their RUclips playlist and I used a few of them in this video. Keen in their awesomeness have stated that their music is free for use on RUclips and given I actually really like it I end up using it a lot :)
@@weissschnee3145 I have a pirated version of SE so I can't add it to steam thats the thing but it must give a way that scripts can be installed manually because steam get it too.
Yah,, in my opinion, TIM is one of those scripts that once you get to know it, you'll wonder how you ever played the game without it. Much like Easy Inventory.
Not sure, they've already removed the need for timer blocks since ing made this. I'm not worried though, I have always planned to update my videos with new ones when they get outdated :)
Not any more it doesn't, annotations have been removed. As to the scripts, if you're playing on Xbox you don't have access to them, on pc you need to enable experimental mode to be able to use scripts
You need to have experimental mode enabled and scripts enabled in the world settings. If you're on a server then you will most likely not be able to change that unless it's your own or someone you know and you're willing to take the risk of people running scripts
Thank you very much :) One thing to point out that's changed for a lot of scripts since this tutorial is that most don't need the timer blocks if the author has updated them
This tutorial is now quite old, about 18 months or so after I made it, SE was updated to allow scripts to automatically trigger themselves no longer requiring the timer trick :)
Surprisingly, that's kinda the only thing that's outdated about it. Thankfully the core mechanics of Space Engineers tend to remain consistent thanks to their very good habit of not breaking old saves :)
Please answer i do all things that you do and every blocks owner is me and lsd screen has (and) and it dont show any thing PS. YOU ARE THE BEST YOU TUBER IN THE WORLD KEEP GOING
The first thing I've check is that you have the LCD set up to show text. The script has changed a bit since I made this video, at the top of the description I've given a link to mmaster's written guide which he keeps up to date, have a look through that as well to make sure some of the steps haven't changed :) I'll keep my fingers crossed that you can get it working :)
I never use the "trigger now" in the way you do in this video. It just never seems to be needed unless a script needs to run more than once per second. And it's always made my game run like crap. Nice video though. Especially the driving LOL
That's a good point, it is certainly going to contribute to performance problems. To be honest I just went with MMaster's advice on that one since he I figured understands this stuff much better than me. The only time it's probably needed for this script is when you're using it for HUD style information, the rest of the time you can probably leave it on 1s or even longer - for power and inventory type things. I don't know what effect that has on the scrolling text though... Also, I'm totally a professional racing driver :P
It could be interesting to have a look at how much hydrogen you'd need to fly as far as you can with an atmo powered craft if they both start out at the same mass :)
Splitsie that would be perfect to know since hydrogen must have oxigen and thats extra weight but then its way more powerful than atmo powerful but how much efficient in terms of long time usage? atmo with low power and even solar can be 100 p.c. green
The is the same script I use.it is awesome. Plus I also write scripts .not this type.i write movie scripts.have you herd about the movie birdemic.i have a few short films on my RUclips page. There was one movie me and my daughter did for the Toronto Film Festival she won a youngest actor award. Great video splitsie
You might wanna redo this tutorial, is this tutorial is now obsolete.... The new script system allows scripts to be self updated and therefor no timer block is needed
lost me.... I dont have the same menu's as you are showing, so I cant follow these steps...mine doesnt look like that... but i just realized how old this video is too...
This is one of the few older tutorials that is unfortunately a bit out of date, since things like the timer blocks are no longer required for running scripts. The main things people miss when trying to set up a script is they don't have scripts enabled in the world, they don't have experimental mode enabled and that they don't have ownership of the whole grid that they're trying to set it up on.
@@Splitsie hey was wondering, where are scripts stored on the hd? I am running a non steam version of the game and I do like having things backed up... Please share, and oddly enough its this very script that I wish to activate.
That is certainly something I could try to play around with, if nothing else it might be interesting to see how how little platinum you would need to make it to space without using hydrogen...
Yep, that's the link that's at the top of the description. You subscribe to that then when you click edit in the programmable block you can select browse workshop and it'll be there and be pasted straight into the programmable block :)
steamcommunity.com/sharedfiles/filedetails/?id=822950976 That should be the same link as in the description, once you subscribe to it just follow the tutorial in the video if what I said above doesn't make sense, I'm not sure what other detail you're missing as that should be all you need to do to get it into your programmable block. Just remember scripts aren't mods, they won't show up in the mod list they only show up when you try to edit a programmable block
You'll need to enable scripts for your save and experimental mode in the game options. These are both things that were added long after I made this, hoping to get around to remaking it soonish :)
@@Splitsie - I wasn't talking about other scripts but i think after 5 months the game is out of early access and people started updating their scripts so they no longer need a timer block. Thanks for the tutorial tho.
Never really messed with scripting, i know there are alot of great things capable engineers can do, so this helps alot as a basic intro, thanks
I'm in the same boat as you, I haven't played around with it much. People have been telling me I have to look at this script and another inventory manager one so I figured I should take a look. I'm so glad I did, they can really add some awesome functionality to the game :)
The two comments above are apart of a scam, been going around everywhere recently, the bots work in pairs now, it's wild.
This scrip is by far the best addition I find to the game.
One problem that does occur, that wasn't shown in this clip, is that when writing a long argument (like getting a list of specific Ingots with a quantity set for each), you will quickly lose sight of the information you are entering in the Custom Data because the text doesn't wrap.
There are two ways around this:
1st, you can look to see when you are getting close to the width of the Data box, then hit Enter to go to the next line and keep repeating the process until all of your data has been entered. HOWEVER, once you have done this, you must remember to backspace each point at which you Entered or the data will not be interpreted correctly.
The 2nd way to overcome the problem is to type out your Data in a word document, then copy and paste it into the Custom Data. This for me is by far the best way to do it as your word document will automatically wrap the text, ensuring that all of the necessary spacing stays as it should and you can easily see what it is that you are writing. Additionally, you can then save your Data to copy and paste into new LCDs as and when required. It also makes it extremely easy to amend Data when required.
For example this is the data entry for my first list of Components that fills 1 x Double LCD Panel:
Inventory {SCC} +bulletproofglass:200 +construction:2000 +computer:1000 +detector:200 +display:500 +girder:500 +interiorplate:2000 +largetube:2000
I now use this way of keeping all of my Automatic LCD Data entries. This way they are quick to set up and I don't have to worry as much about forgetting the correct layout to give me the information that I want. Plus, they are much easier to amend this way.
It is certainly amazing, glad I listened to you and checked it out properly :)
That's a really important point about the text wrapping, I haven't set up any commands long enough to notice that but I'm sure there are many situations that it will happen in. Thanks for pointing it out :)
Yeh. I use it in conjunction with TIM. TIM is a great tool but I don't like the loss of feeling of being in control that you get with it. So I use TIM to organize what items are stored in my Cargo Containers, but I use Auto LCDs to see what quantities I'm holding, allowing me to decide what gets manufactured and when.
Even without the need for text wrapping, it is easier to save all of your commands and arguments in a word file so that they can be copied and pasted as required in a new base etc. I also keep notes of my font size for best fit on the screen - I might be a bit OCD =0)
Lol, it's only OCD when it doesn't save you time ;)
At least that's my excuse
This script showcase is spot on. Automatic LCD's 2 is one of the most useful scripts. Thanks for finally getting into scripts, Important subject.
Thank you :)
I'm really glad I've gotten into them too, a whole new world has opened up to me!
Speed and distance may be important to update frequently, but if the display is just informational, to let you know how much you got when you look at it once in a while, you don't really need to update it that often. You can save yourself a lot of performance by updating it maybe once every 5 seconds, or even once every 10 seconds if you're around the display a lot. If you're not around the display a lot, you could even get away with updating it once a minute. Though at that point, it should probably not be an automatic update anyway, then it's more of an on-demand update, so I would suggest you put low-priority informational displays to be updated via button press instead.
"How much power do I have" might be good to know at a glance from a distance, but "Has my iron ore gone from 1 million to half a million since I last checked" might be something you can take the extra time to go press a button to find out. That is still faster and more convenient than going into the inventory, searching and then adding up all inventories of iron ore manually, but it does not cause updates on the system.
One or two scripts may not cause much problem at all, but imagine having 10 screens, leaving the base for a while, making 2-3 autominers, a few drones, maybe a car or 2. All of a sudden you're making 50-60 calls per second to the script engine, dragging down that physics calculation just enough to tempt Klang into sinking that autominer's drill a TINY bit too far into the asteroid surface and BOOM. All of that could've been sorted with either a button, or by updating less often.
And also, I noticed even though I set my timer to 30 seconds, it still keeps getting triggered several times a second. I haven't tested yet, but I'm guessing it's something to do with those 2 additional actions in the timer. (Edit) Sure enough, it was caused by the "Trigger Now" action. I'm assuming Trigger Now runs at every game update iteration.
Splitsie you're such a great teacher than any other player I've ever listened to! You take the time to explain every detail even what common buttons you use on your keyboard. You've opened my eyes to how scripting language works and have won my subscription to you. Jolly well done good sir and thanks!
Wow, thank you kind sir! :)
I've always taken great joy from teaching so I'm pleased that it comes through in my videos and people get something useful out of them. I do my best to highlight when I'm using shortcuts as the lack of it was always something that frustrated me in a lot of the tutorials I've watched for Photoshop/Premiere/After effects etc so I'm glad that others find it useful :)
Nice! Thanks for making this tutorial. Always happy to see people help other people to get stuff working
I really enjoy teaching, but I should be the one thanking you for your awesome script - and the very well written guide :)
Definitely a helpful tutorial. I recently started using the Solar Alignment script on a gravetoid base inspired by the one you built in your Survival...Impossible series. It's been a great script to have, and I can definitely say that this one will be next on my list of scripts to add.
The custom turret controller do the same though.
And to think, I was _just_ looking for such a video; I used to use Automatic LCDs and I just started using it again, and aside from power, powertime, speed, and stopdistance, I can't for the life of me remember how to use thing. Barring the [LCD] tag, of course lol
Gotta love some nice timing :)
I never thought i was going to get this to work until i found this video, thanks!!
Scripts were always too complicated for me to understand but after watching this,I may give it a go.
If I can start to understand them, anyone can! :)
they've changed a few things with the timer block set up, but your right on the money with everything, thank you, Keen should be paying you to do these videos.
Thanks!
Frustratingly, the ability to self trigger a script came out around a month or so after I did this video - hopefully I'll get time to remake this one (and several others) soon :)
This demystifies the basics of using scripts. Thanks for this!
You're very welcome :)
Nice going man, I watched your video on LCD's a while ago where you said you didn't quite know how to do scripts. Glad to see you learning new skills in the game to help out your audience
Thanks :)
It's one of the aspects of making these videos that I'm really enjoying. I'm learning so much that I'd never really played around with and it's making Space Engineers feel like a fresh game again!
I got this script a couple of days ago after watching the 30min MMaster's video on it showing the basic commands. I've always been afraid to use scripts in games but, man, does this one is quite useful and hands-down. Now I have LCDs monitoring my resources, batteries, charging time, and whatnot!!!! There's also a command to display damaged parts (you set the percentage like show stuff with damage below 90%, and you can also include incomplete construction blocks. It's very useful to check the LCD panel for any damage on the ship or rover I've jus docked on my main base.) Isy's scripts are also great, especially the docking-recharging one that sets your batteries to recharge when connected to a connector and reverse them back to "Auto" when disconnecting. So no more ships crashing to the ground because I forgot to change the batteries to "auto" again before undocking, lol.
Space Engineers is really blessed with some incredible scripters and modders that we all get to benefit from :)
So I just started playing after release. I was getting ready to start programming these screens and then I saw this video....thank God I don't have a huge amount of time on my hand so this is glorious to simplify it down to pretty much command prompt style "coding"
Automatic LCDs is just one of a few scripts that'll give you access to stuff with much more simplified setups. Things like MArmOS and the like can allow you to build very complex contraptions with limited setup - some very clever people make this stuff for SE :)
Thank you for your take on this subject, as a novice to scripting myself it's good to see what can be done with only a little bit of hands-on!
You're very welcome, MMaster has made using his script so incredibly easy that even I understood it :P
Best Tutorial out there for this
What about rigging a camera as an input and the LCD as the output? Too OP or not possible?
There used to be a mod that allowed you to do it, but due to the performance impact of rendering two scenes at once it's not really practical for most uses. I'm not sure if the mod works any more though :(
finally decided to give this a try never worked with scripts or programming blocks till today even though I subed to a ton of scripts now im wishing I would have done this a long time ago.
It's a good time to start messing with them since they don't need timers any more and should be a bit more efficient to play with :)
Just wait till i start experimenting with making scripts for my drones.
Just scripts are not available on most servers where i play in survival mode. Is there a way to make good scripts like the automatic LCD available without people messing up servers with bugged scripts ?
As the server owner you are meant to be able to set up 'scripter' roles to limit the ability to load scripts to certain people, I've never managed to get it to work on the servers I've used, though that could be due to the server host I was using (pingperfect) I'm not certain :/
What i have in mind is that you can use scripts but not make them or change them radically. So once a script is running, normal user cannot change, but use them.
Right now as i understand its only possible to allow scripts, at least to certain people what usually will not happen on pupblic servers or you totally deny them. So all these nice stuff usually is not availably anyhow because server admins do no allow scripts. I fully understand why they are doing it.
I see people coming on public servers only to make some wierd pistons and rotors to make the server lag like hell and then leave. They would do same with scripts just to destroy others people environment because they can. Sadly this behaviour i experienced on most of the servers i was playing.
So something like a bullet proofed encapsuled script which you cannot misuse would be nice to have.
Thats why i am running my own server now and i have to kick and ban almost daily people who just want do misuse it.
It would be nice to have that level of control but I'm not aware of a way to make that possible :(
i dont see 'edit' under custom data when i open the control tab of the programmable block, so i cant do anything with it. Anyone got some advice?
You need to go into the map's settings and make sure scripts are enabled on the Advanced settings.
Oh damn I was about to buy this game but luckily i saw this video, had no idea I would have to know coding to make all the cool stuff :(
We need more of these! Updated ones!
is there a way to view a ships damage from another base? if we own both?
we have drones and would be nice to know if they are damaged whilst out
HA this video woulda helped me last week I was on the workshop getting ships just to look at how they did scripts LOL
For some reason when I turn on the In-game Script, I go to the game and yet there is no edit button. What could my issue be?
You also need to turn on experimental mode in your main game menu, then have scripts on for that particular save.
This video is SUPER helpful. I've watched so many of your videos. Best ones I've seen by far. Is there a word or pdf doc that lists the commands and their functions? That would be reallllly helpful for quick references vs trying to find what you're looking for in a video.
Thanks so much, I'm glad you found it useful. Sadly the documentation is pretty lacking of that sort of stuff (at least I've never found any good documentation of it) :(
There are a few places on discord where you can often get very useful help though, one example is the modding/scripting channel on the Keen discord :)
Do u realy need a timer block to let it run does it not just run all the time when it has power to it ?
Idk if you check this but how do I get it to show weapons in the inventory?
0:00 Sounds similar to Ra's theme.
Jaffa Kree!
Thanks, a Nice simply explained tutorial, I'm also using MMaster LCD 2 script. But also still learning. Thanks.
It's a very cool script, I'm hoping to get some time in the not too distant future to do a new tutorial going over this stuff since a few things have changed since then, but I'm pleased you managed to work around those bits :)
No editing button?
You need to have experimental mode enabled for your game and have scripts enabled in that save for it to show up. Both of these were changes that happened since I made the video :/
Splitsie I have experimental mode on, not sure what you mean by scripts enabled. Is that a option? If so where do I find it?
@@masterblockhead2374 It's an option when you go to load the game - when you click on a save game click on edit settings then advanced. In there will be a check box for in game scripts
@@Splitsie Yeah i legit just found it before you sent that xD Thanks
when I apply scripts, it doesn't actually work
do you think you could update your tutorial because a lots happened in 2-3 years plz
please update this as the new programmable blocks dont have anywhere to run scripts
They do, you just have to enable in game scripts in your save game options, if you're on a server, most public ones have scripts turned off. Then you'll see menus very similar to what were around when I made this :)
I’m trying to use a programmable block to use a rover autopilot script, but it always says “ownership of programmable block has changed. Please recompile code”. I did nothing but build the block, what can I do to fix this?
did you watch the video
If I want inventory to show only uranium ingots do I do it like this
Inventory * +(uranium ingot) or some other way?
I'm not sure, I think I left a link to the full guide for Automatic LCDs in the description. I only chose to use that script as an example for scripts in general as it's quite handy, I haven't used it all that much beyond the basics so you'd be better going to the source :)
Splitsie i checked the guide on the steam workshop and figured it out, it took some playing around, but I learned so much and more
How do you show the Oxygen tanks in the LCD? When I type this command Oxygen {G:Oxygen tanks Supply Bay [LCD]} then I only see Oxygen Tanks on the LCD with a bar, but I have 4 Oxygen tanks and 5 o2/H2 Generators. I want to see all Oxygen Tanks apart and all o2/H2 Generators apart with their own bar with percentage on the LCD screen. Can someone help me with that? Thanks in advance. Cheers! Note: even without the [LCD} in the name of the tanks, it shows me the same result.
Hi all. I have noticed that Splitsie can access a smaller console / interaction menu in some of his videos rather than the HUGE full screen UI. How is this done. It is a pain trying to align a projection when the console (K) covers nearly everything. I know you can fade the UI but that is not great either.
That's Build Vision which is a mod, I'd recommend Build Vision 2 these days which you'll also need the Text HUD API active in order to use :)
Using this I learned that I have blocks getting damaged and now the search to dig for them to repair as they're buried in my build
Oof, that search is always a pain
Is there a way to prevent the LCD blinking? I know it’s a game UI thing, but it’s annoying...
Is there a reason why my ores are showing up as 0 when there's ore in the container
With the most recent update, I only see the button custom data. How do I import scrips if I can't access the workshop?
You'll need to enable experimental mode and ensure that scripts are active in your save or on the server you're playing on for anything else to show up. Unfortunately both of these things are off by default now :(
Do you think you could manage an updated version of this, explaining how to get info into cockpit screens?
It's near the top of my list to do a remake of the programmable block tutorial so hopefully not too much longer :)
default ownership is set to be shared with faction, what if you set it to be accessible by any one?
I didn't test it but I think it will often still fail as the programmable block and timer need to be owned by the same entity and I don't think factions count. Saying that I think it should work with the cargo being owned by other players in the same faction but it might be worth testing to see if that's really true...
Hi splitsie.how are you trying to finger out control blocks.i built a missle with a control block and trying to get it to go to a GPS area.no luck.
Did you make a video on control blocks.
i don't understand what the one thing .main control is for.
I'm guessing you're talking about using autopilot and the remote control. I've got plans to make a video on that, but haven't got everything working well enough that I feel happy with it just yet. One of the important things you need to remember if you're using the autopilot on planets is that the ship will need to have thrusters for all directions as the autopilot doesn't understand how to use gravity to move downwards
Splitsie I made a nuke missle silo.it also a missle printer.i put the GPS into to remote have timers set to turn on the remote 1000 feet in the air.the stupid thing loves me so much.it comes back home and kaboom
Splitsie I fingered out what I was doing Wong .I forgot to turn my suit attena on.geez how stupid of me.for that I repressed myself
Do you have a Tut on how to Link the LCD's together using this script, As I have done what it said on the manual but still not working. If not could you make one as the ones out there are in german. Thanks
I'm planning on remaking this one in the not too distant future so hopefully I'll remember to cover that aspect too :)
What dose it mean if you don't see this menu in the programmable block never mind
umm i dont have the edit button is that just because its experimental mode?
You need experimental mode in order to get access to the ability to use scripts, you also need to enable in-game scripts in your world settings :)
I don't understand why but my game don't show scripts that I've subscribed to in mod menu I'm wondering if this is new or if I should be concerned about this
Scripts aren't in the mod menu, only game mods. Scripts will only be found if you've got experimental mode enabled and in-game scripts for your save and then go to edit in the programmable block. In there there's another button which will load up your workshop scripts :)
Thank you I was just trying to figure out this game I just got it and I'm still learning after 7 hours still haven't even gotten to building a ship
Thanks great video!
Maybe next could be on TIM
I'm certainly planning to do some more scripting videos in the future and with so many people mentioning TIM it'll be sure to be on the list :)
Love all these tutorials :) still waiting for small (blocks) ship gone wild with some mods XD
Thanks! It will probably be a little while as I have to come up with a unique idea for why using the small block mods is worth it :)
I'm one of the weird people that enjoys the engineering challenge that the two grid types creates :P
Ok, Got most of the Auto LCD script commands figured out. BUT......here we go again lol. 12:42 You're showing us how you set up the screens on these tiny lcd's.......a n d,.......wait a minute.
Tiny......lcds. How? I've been searching the game for that size lcd and nope. Is that yet another secret mod? Also at the end... 16:08 I was waiting to see what you typed in to get that screen. I tried "inventory Cargo" got that huge list...DOUWH!!
Tried Cargo * +Uranium:.....nope
etc...etc. nada
So I was just wondering what you had written in "Custom Data" to get that screen.
Everything else has been coming along, and I now understand MMaster's guide better without my brain swelling.
I'm also wondering how to get those smaller lcd's ?
why is it that mine doesnt look like his and im on pc
4:27 Why do you insist on offending timer blocks?
I just can't help myself, they bring it upon themselves ;)
Idk if it was out when you mad this but maybe use the clear LCD mod. Makes it much easier to read.
I think they came out around that time, though I normally try to keep the tutorials completely vanilla, these days I bend that rule a little and have "Space Just Got Real" and "eyes just got clear" by Dr Novikov which conveniently clears up the LCDs :)
Splitsie that it "the eyes just got clear" I can see where your coming from in keeping it vanilla but it would be a good way to show off what your highlighting.
Splitsie and thanks for the reply on such an old video. +100 respect.
I agree, it's tough to balance. I try to aim for everything to serve the lesson, with something like the horrible highlight it's a tough one:
- leave it in and it's hard to see what's on screen for people watching
- get rid of it and have newer players frustrated that they can't manage the same clarity
If I made this again, I would almost certainly go for the clarity as it is useful to be able to see what's happening :P
Okay I was babbling too much great video splitsie
No worries Stan, thanks again :)
huh, triggering the timer block and starting the timer in the action... seems like a weird idea, what was behind this?
it works, but it looks like an accident rather than something sensible. protection from infinite recursion is enabling it to work somehow... i wouldn't want to rely on that in case the behaviour changes.
I think it's been around for long enough now that Keen are pretty unlikely to remove it, especially as a large number of scripts are heavily reliant on using it.
I'll be completely honest I don't really understand how it came to function that way, all I know is that any script that requires frequent refreshing uses this method so I wanted to include it in the video to ensure it wasn't a new concept to people playing around with scripts for the first time after watching :P
Where would i go to learn about the actual scripting?
I've not found any good resources, and I'm not knowledgeable enough to teach that side of things, however the official keen discord has some channels for it where you will almost always be given useful advice and input if you've got specific questions. If you're looking to learn more generally then learning about C# is the way to go as that's the language used by the programmable blocks and I suspect there are generic courses for that out there :)
Wait what is that music from at the start of the video? as soon as i heard it i got hit with nostalgia.
This video is actually entirely Space Engineers music. I might have gone through the game files to find the different versions that aren't on their RUclips playlist and I used a few of them in this video. Keen in their awesomeness have stated that their music is free for use on RUclips and given I actually really like it I end up using it a lot :)
How can I install the Rdav fleet Command script manually i dont have the steam app.
If you don't have steam I'm not sure how you have Space Engineers since as far as I'm aware the only way to install and run it is through steam...
@@Splitsie Yeah I have SE as application.
@@weissschnee3145 I have a pirated version of SE so I can't add it to steam thats the thing but it must give a way that scripts can be installed manually because steam get it too.
Princess Luna is best Princess just buy the game lol
@@brushthezombies7064 Why should I buy it when i can have it for free?
I don't own space engineers, but I like ur vids
Thank you :)
Try Talidins inventory manager I can't live without it.
Yah,, in my opinion, TIM is one of those scripts that once you get to know it, you'll wonder how you ever played the game without it. Much like Easy Inventory.
It's on the list :)
How would you measure hydrogen levels in a container?
The script has a full guide on its workshop page, I haven't used it much recently so couldn't tell you how to do that off the top of my head
Is there any way of using something like this on console?
No, at this stage there aren't any scripts for the console. Keen haven't stated they plan to add the capability for it either
Do you think this video will stay relevant after the script rehaul?
Not sure, they've already removed the need for timer blocks since ing made this. I'm not worried though, I have always planned to update my videos with new ones when they get outdated :)
something changed.I don't have an Advanced button nor doe it let me browse for scripts.. Maybe you can add update notes in video. youtube has a way
Not any more it doesn't, annotations have been removed.
As to the scripts, if you're playing on Xbox you don't have access to them, on pc you need to enable experimental mode to be able to use scripts
i'm stuck with the lcd displaying "Booting up..." with the bar at 100%, with "Automatic LCDs 2 by MMaster" under that bar... Can anyone help me ?
I am also receiving that, and I cannot find any other people offering a solution.
same here....
@@wayantraversat3064 I found the solution: The commands go into custom data, not text and images section of the LCD menu.
your videos are a HUGE help thanks
You're very welcome :)
More tutorials like this one plz!
I should be getting back to more tutorials in the next few weeks :)
@@Splitsie cool! Thanks :D
In my programmable block I see "custom data" but not "edit," "run," or "recompile." Why?
You need to have experimental mode enabled and scripts enabled in the world settings. If you're on a server then you will most likely not be able to change that unless it's your own or someone you know and you're willing to take the risk of people running scripts
another great video, thank you
Thanks! :)
Bellissimo tutorial. Very good
Thank you very much :)
One thing to point out that's changed for a lot of scripts since this tutorial is that most don't need the timer blocks if the author has updated them
ok thanks
I'm using autolcd without timer block and my lcds update just fine...
This tutorial is now quite old, about 18 months or so after I made it, SE was updated to allow scripts to automatically trigger themselves no longer requiring the timer trick :)
Surprisingly, that's kinda the only thing that's outdated about it. Thankfully the core mechanics of Space Engineers tend to remain consistent thanks to their very good habit of not breaking old saves :)
So i could use this to get an accurate ammo countdown for my ship? COOOL
Now just imagine if he tried to script... That face palm animation isn't long enough to describe.
I know, you should see me trying to learn even another spoken language... it's not pretty :P
i know the feeling. Especially when other family member can and you are the only one that cant... PLEASE, talk english... not nonsense
Please answer i do all things that you do and every blocks owner is me and lsd screen has (and) and it dont show any thing
PS. YOU ARE THE BEST YOU TUBER IN THE WORLD KEEP GOING
The first thing I've check is that you have the LCD set up to show text. The script has changed a bit since I made this video, at the top of the description I've given a link to mmaster's written guide which he keeps up to date, have a look through that as well to make sure some of the steps haven't changed :)
I'll keep my fingers crossed that you can get it working :)
I never use the "trigger now" in the way you do in this video. It just never seems to be needed unless a script needs to run more than once per second. And it's always made my game run like crap.
Nice video though. Especially the driving LOL
That's a good point, it is certainly going to contribute to performance problems. To be honest I just went with MMaster's advice on that one since he I figured understands this stuff much better than me. The only time it's probably needed for this script is when you're using it for HUD style information, the rest of the time you can probably leave it on 1s or even longer - for power and inventory type things. I don't know what effect that has on the scrolling text though...
Also, I'm totally a professional racing driver :P
Oh I know. A lot of script writers insist it should be done this way.
dude, why the psycho horror film music in the background??
Who knows, probably thought it felt chill at the time :P
hydrogen vs atmo engines, that would be interesting since atmo dont use hydrogen, just power but what about weight and cost to build
It could be interesting to have a look at how much hydrogen you'd need to fly as far as you can with an atmo powered craft if they both start out at the same mass :)
Splitsie that would be perfect to know since hydrogen must have oxigen and thats extra weight but then its way more powerful than atmo powerful but how much efficient in terms of long time usage? atmo with low power and even solar can be 100 p.c. green
thank you from Brasil My friend
The is the same script I use.it is awesome.
Plus I also write scripts .not this type.i write movie scripts.have you herd about the movie birdemic.i have a few short films on my RUclips page. There was one movie me and my daughter did for the Toronto Film Festival she won a youngest actor award.
Great video splitsie
Thanks stan!
That's pretty awesome that she won an award there, congrats!
You might wanna redo this tutorial, is this tutorial is now obsolete.... The new script system allows scripts to be self updated and therefor no timer block is needed
lost me.... I dont have the same menu's as you are showing, so I cant follow these steps...mine doesnt look like that... but i just realized how old this video is too...
This is one of the few older tutorials that is unfortunately a bit out of date, since things like the timer blocks are no longer required for running scripts. The main things people miss when trying to set up a script is they don't have scripts enabled in the world, they don't have experimental mode enabled and that they don't have ownership of the whole grid that they're trying to set it up on.
great work love it
Thanks :)
Hi Thanks for sharing this was VERY helpful
You're very welcome :)
@@Splitsie hey was wondering, where are scripts stored on the hd? I am running a non steam version of the game and I do like having things backed up... Please share, and oddly enough its this very script that I wish to activate.
Good one! Another thing i need to learn c(:
Thanks, this one's worth it if though. MMaster did an amazing job with the script!
Can you do a tutorial on how to get off a planet without hydrogen Thrusters
you could use a combination of atmo and ion-thruster. the problem is getting enough platinum on planets.
aBuIIet i know, but you have to guess a bit with the ion/atmo Thruster ratio
That is certainly something I could try to play around with, if nothing else it might be interesting to see how how little platinum you would need to make it to space without using hydrogen...
Well i tried it with a small ship, it did actually quite good but it fell down in the upper atmosphere
Thank you very much! very useful!!!
You're very welcome :)
As of 2022 lcds does not work anymore 😕 unfortunately modder has not updated
I used it relatively recently and it was still working for me :/
@@Splitsie hmm I tried last week and it gets stuck boot up
Awesome! Thank you.
You're welcome :)
A solar panel script is required. Should be included in base game.
Late comment but: My guess the owner ship part is: The LCD Mod only runs on items owned by you :)
This is true, ownership and scripts is quite particular in SE
anyone kindly share the entire script...
It's the top link in the video description :)
Splitsie I meant the entire script that you pasted on the program block.
Yep, that's the link that's at the top of the description. You subscribe to that then when you click edit in the programmable block you can select browse workshop and it'll be there and be pasted straight into the programmable block :)
Please, I meant the entire script, but I can't seem to sub it. Doesn't work....
steamcommunity.com/sharedfiles/filedetails/?id=822950976
That should be the same link as in the description, once you subscribe to it just follow the tutorial in the video if what I said above doesn't make sense, I'm not sure what other detail you're missing as that should be all you need to do to get it into your programmable block. Just remember scripts aren't mods, they won't show up in the mod list they only show up when you try to edit a programmable block
no edit button on mine.
You'll need to enable scripts for your save and experimental mode in the game options. These are both things that were added long after I made this, hoping to get around to remaking it soonish :)
What’s with the music?
Not really sure why I chose creepy music for the intro - probably had a reason at the time :P
Does anyone know how to get it out of Spanish
What exactly is in Spanish?
Um all of it
Specifically I’m using the power and cargo for the lcds and well i checked something outside and I looked at it again and it was Spanish
Splitsie btw good job on all of these tutorials
Splitsie its a language
first sentences: not gonna teach how to make scripts
me: leaves this comment and quits the video
YES THANK YOU
thx a lot i never knowe this but space engineers hase never a realy
Tutorial on this
There's a fair bit they don't really teach about their game, hopefully I'll gradually cover most of it :P
timer blocks are NOT needed anymore!
That depends on the script, if you use one that hasn't got the updated self triggering you will need the timers for it.
@@Splitsie - I wasn't talking about other scripts but i think after 5 months the game is out of early access and people started updating their scripts so they no longer need a timer block. Thanks for the tutorial tho.