Space Engineers

Space Engineers

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saker31 7 DIC 2020 a las 9:58 p. m.
trying to use a script, activate mods on already playing world
so new to this, have been playing a single player "world" did subscribe to some mods, and a script I want to use. Hit F3 in game, says I am in single player, offline need to change settings main screen, ok, well I see no such options, what am I missing?
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Dr. W 7 DIC 2020 a las 10:14 p. m. 
Go to the main Menu. Press Load Game. Press your world, and then press "Edit Settings" From here you can enter the Mods menu and change your mod. You can also enable scripts from the Advanced Settings menu right next to the Mod menu.
Última edición por Dr. W; 7 DIC 2020 a las 10:14 p. m.
Buzzard 7 DIC 2020 a las 10:17 p. m. 
Mods need to be enabled for every world you want to use them in. See above for that. ^^
Scripts require Experimental Mode enabled. Scripts do NOT appear in the mod list, but are packets of program code to be loaded into Programmable Blocks. When interacting with a PB, you'd get the option to Edit the script and/or load scripts that you've saved or subscribed to.
Spaaaaace! 7 DIC 2020 a las 11:03 p. m. 
currently there is a bug for scenario worlds where the edit settings is greyed out. you could wait for a fix or downgrade to the last version of the game. (1.196)
scripts work in singleplayer worlds.
Dr. W 8 DIC 2020 a las 12:03 a. m. 
Publicado originalmente por Stormtroooper.exe:
currently there is a bug for scenario worlds where the edit settings is greyed out. you could wait for a fix or downgrade to the last version of the game. (1.196)
scripts work in singleplayer worlds.

Hope they fix that bug soon. I just checked, and you're right. Which is kind of annoying, the feature was working just fine yesterday.
Drizzt 8 DIC 2020 a las 9:04 a. m. 
Publicado originalmente por Dr. W:
Publicado originalmente por Stormtroooper.exe:
currently there is a bug for scenario worlds where the edit settings is greyed out. you could wait for a fix or downgrade to the last version of the game. (1.196)
scripts work in singleplayer worlds.

Hope they fix that bug soon. I just checked, and you're right. Which is kind of annoying, the feature was working just fine yesterday.
i have been informed that it is only for scenario worlds, and has been present since the release of 1.197 - and it is one of the issues that is preventing me from updating (or buying the DLC) until it is fixed (also the build planner bug, the out of place voxel materials and a few other things i have seen reported)

you can manually change the settings for your scenario saves by editing the Sandbox_config.sbc file in the save folder. There will be a line that says:
<EnableIngameScripts>false</EnableIngameScripts>

if you set that to true (and ensure that Experimental Mode is activated in the main Game Settings menu), you should be able to use scripts in a scenario world on 1.197 (and can also change the other settings this way)

This file can also be used to add mods, but that will likely be a little more tricky to explain - but you could add them to a custom world and then copy the <Mods> section from that settings file - or use it to see the format and data required for each mod
Última edición por Drizzt; 8 DIC 2020 a las 9:05 a. m.
saker31 9 DIC 2020 a las 11:30 a. m. 
hmm well I've succeeded in getting mods running, have subscribed to some scripts also but haven't succeeded in getting them to actually work.. have a nice solar tower on planet trying to get sun tracking to work... so far no luck
Drizzt 9 DIC 2020 a las 11:40 a. m. 
Publicado originalmente por saker31:
hmm well I've succeeded in getting mods running, have subscribed to some scripts also but haven't succeeded in getting them to actually work.. have a nice solar tower on planet trying to get sun tracking to work... so far no luck
in case you haven't used scrips before - they need to be pasted into a Programmable Block:

- in the terminal of the Programmable Block, select Edit
- select Browse Scripts
- select the script you want (double click)
- select OK

The script will now be loaded into the block - you will usually then have to select Run for it to start

Be aware that many script require you to add a specific name to some clocks, or put them into a specifically named group

Also some have settings at the top of the script that you may need to edit (usually they will have a line that makes it clear where the user should not edit below - unless trying to actually change the script) - and some have settings that go in the Custom Data (button above Edit)

When changing settings you may need to hit Recompile and then Run again - but they usually report their status in the terminal so you can see if they are running

If you are using Isy's Solar Alignment script with rotors, all you should need to do for the standard setup is load and run the script, and then put your rotors into a group called "Solar Rotors" (or set up the group first then load the script - but when it is running it will detect the group itself)

There are other settings in the script that you can read about and set in the Edit screen of the Programmable Block
Última edición por Drizzt; 9 DIC 2020 a las 11:44 a. m.
Gorbadon 9 DIC 2020 a las 11:43 a. m. 
Publicado originalmente por saker31:
hmm well I've succeeded in getting mods running, have subscribed to some scripts also but haven't succeeded in getting them to actually work.. have a nice solar tower on planet trying to get sun tracking to work... so far no luck

You need to activate in-game scripts in advanced world settings, only available in experimental mode.

Build a programmable block in game and access it's terminal page, there should be an "edit" button if all is working correctly.

Click that button to open the script editor, there is a button bottom right to select scripts that you are subscribed to on the workshop.

Edit:
Well... Drizzt was faster. ;)
Última edición por Gorbadon; 9 DIC 2020 a las 11:46 a. m.
Drizzt 9 DIC 2020 a las 4:22 p. m. 
Publicado originalmente por Gorbadon:
Well... Drizzt was faster. ;)
but you were more succinct ;-)
Última edición por Drizzt; 9 DIC 2020 a las 4:23 p. m.
saker31 10 DIC 2020 a las 7:45 p. m. 
Publicado originalmente por Drizzt:
Publicado originalmente por saker31:
hmm well I've succeeded in getting mods running, have subscribed to some scripts also but haven't succeeded in getting them to actually work.. have a nice solar tower on planet trying to get sun tracking to work... so far no luck
in case you haven't used scrips before - they need to be pasted into a Programmable Block:

- in the terminal of the Programmable Block, select Edit
- select Browse Scripts
- select the script you want (double click)
- select OK

The script will now be loaded into the block - you will usually then have to select Run for it to start

Be aware that many script require you to add a specific name to some clocks, or put them into a specifically named group

Also some have settings at the top of the script that you may need to edit (usually they will have a line that makes it clear where the user should not edit below - unless trying to actually change the script) - and some have settings that go in the Custom Data (button above Edit)

When changing settings you may need to hit Recompile and then Run again - but they usually report their status in the terminal so you can see if they are running

If you are using Isy's Solar Alignment script with rotors, all you should need to do for the standard setup is load and run the script, and then put your rotors into a group called "Solar Rotors" (or set up the group first then load the script - but when it is running it will detect the group itself)

There are other settings in the script that you can read about and set in the Edit screen of the Programmable Block


That did it!, thanks, though it seems I have have to stop and start with each dawn. Now I'm up to trying to get my atmospheric miner to fly decently... it seems to keep wanting to list to the right though it's even symmetrical design, all engines both sides show 100% and working, damn so freakin annoying at best. gyro shows 100% and working also, do multiple gyros make any kind of difference?
Drizzt 10 DIC 2020 a las 7:55 p. m. 
Publicado originalmente por saker31:
That did it!, thanks, though it seems I have have to stop and start with each dawn. Now I'm up to trying to get my atmospheric miner to fly decently... it seems to keep wanting to list to the right though it's even symmetrical design, all engines both sides show 100% and working, damn so freakin annoying at best. gyro shows 100% and working also, do multiple gyros make any kind of difference?
glad that helped - it should be able to detect the dawn itself - just be aware that there is a little delay between the light visually lighting the panels and them starting to generate power (could be a few seconds or even up to a minute on default day length - or longer if you use longer days) - this is because the visual lighting system works differently to how the solar panels detect light - so give it a little while and the script should catch up

as for the atmo miner - multiple gyros shouldn't affect level flight (just turning speed) - but you may be too heavy, or have some thrusters set to override (dampeners will not work for those thrusters)

also, be aware that balancing your craft is not necessary unless you are using mods which add thruster torque - in vanilla all thrust is applied to the center of mass - so you just need sufficient thrust in each direction to counter the weight of the craft

but also be aware if you have sub grids due to rotors, pistons or hinges, the dampeners may not be able to cope due to the game not calculating the mass properly - if that is the case then the following script may help
https://steamcommunity.com/sharedfiles/filedetails/?id=757123653
Última edición por Drizzt; 10 DIC 2020 a las 7:56 p. m.
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Publicado el: 7 DIC 2020 a las 9:58 p. m.
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