Space Engineers

Space Engineers

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Assembler Automation
   
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Apr 13, 2019 @ 9:48pm
Apr 24, 2021 @ 11:07pm
6 Change Notes ( view )

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Assembler Automation

Description
This is a simple assembler automation script.
It will assemble components until it hits the limits specified in the script. To change the amounts edit the values in the custom data of the programmable block. If it has completed the its list of required components, it will take items from any non automated assemblers and construct them.

It will automate any assembler with '[Auto]' in the name. If you have multiple it will queue items in all of them.

To stop the assemblers from clogging with ingots create a container with the name '[Ingot Dump]' in the name. It will check automated assemblers and control the number of ingots in them and put extra's in that cargo container.

If you create an LCD with the name matching the name in custom data it will output its status to there.

My scripts at: https://github.com/cstj/SpaceEngineersScripts

ChangeLog:
2021-04-25
- Not exactly sure what changed :) I should have probably done a diff. I may have not updated it from my git repo last time. It is not producing the doubleups anymore (on my machine). If it does let me know.

2020-04-29
- Added a bunch of modded ammo types. Also if ammo types are missing from the config it will add them with 0 rounds by default. It also checks if their usable on the server it is deployed on (i think).

2019-05-13
- Changed amounts to be stored in the custom data of the programmable block. This means the amounts are not hard coded into the script and you can update the script without losing your values.
- Added LCD output for status.
- Will search for new assemblers, LCD to output to and inventory amount settings every 20 or so seconds now.
12 Comments
Optic  [author] Mar 23 @ 12:39am 
If this still works awesome. I haven't played space engineers in ages (again). I'm kinda of waiting for se 2 to mature. Go your hardest modding and changing the scripts. I *usually* put any special strings in viables at the top and stuff. For modded items you need to map the definition to the construction. In the script there is a big list of them. You can add them there. Couldn't do it from the API dynamically.
Horst Teelichter(Saya) Mar 22 @ 11:15am 
ah mb. didnt saw the comment below.
Horst Teelichter(Saya) Mar 22 @ 9:56am 
How can i add modded Components to it?

Cant get concrete to work
Peekofwar Sep 28, 2024 @ 5:17pm 
I commented-out the font change in the code.
Peekofwar Sep 28, 2024 @ 5:13pm 
Is there a convenient way of changing the font size? It keeps resetting the font to 1.0 which causes it to print off the edge of the screen..
Peekofwar Sep 28, 2024 @ 5:08pm 
Does this not support blocks with LCDs on them? I set the name of the LCD in the data to the name of the programmable block, but the screen is blank.
Frozen_byte Nov 17, 2021 @ 3:49pm 
This script also handles Subgrids (Conntexted Grids) without any problems!

Very useful if you are sparse on Cobalt and have to build Smallgrid Containers to your Largegrid Base.
Optic  [author] Apr 24, 2021 @ 11:17pm 
Hopefully fixed as i used my latest version from my github.
Optic  [author] Apr 23, 2021 @ 6:26am 
I know its a late comment. Ill have another look at this i have not played space engineers in ages and just fired it up again today. I know modded items were a PITA when i did it. I did have it running constantly when i was using it without issues. Ill give it a once over and my mates can think i am insane to program while we play instead of pay a game :D
[Andon] Apr 3, 2021 @ 2:37pm 
I've run into one issue with this. It seems like every time it checks to see if items need to be built, it'll add all the items that need to be built in the assembler. You'll pretty rapidly get a queue full of extra things. I went for 5 Precise Rifles and ended up with 24.

Looking at the code, it *seems* that there's attempts to make this not the case, but I'm not familiar enough with C# or SE scripting in general enough to figure out where it's going wrong.

It also seems to fail as far as adding other modded items. Pretty much everything gets listed on the LCD but doesn't end up being added to the queue or actually getting counted.

Still, though, it should be great for maintaining small changes in inventory, or it can be set to run every once in a while and still be workable.