Space Engineers

Space Engineers

ExcavOS
271 Comments
Pablo Diablo 3 hours ago 
Awesome. Thanks!
PF_Cactus  [author] 5 hours ago 
@Pablo Diablo thrusters provide a value that is their total thrust capacity accounting for the environment. for example for atmospheric thrusters this value slowly drops as you gain altitude. and reaches 0 once you're in space. if that value reaches 0, it means the thruster can't provide *any* thrust anymore but it may still consume electricity because it's trying. so this is the moment they are shut off automatically.

and this goes for modded thrusters too and this is the value used for the weight calculation as well, so it should account properly for modded thrusters as long as they don't bypass the vanilla data output for some reason
Pablo Diablo 15 hours ago 
Thanks, Cactus! Appreciate that y'all are continuing to develop this script!

(I usually shutdown thrusters on dock (and several other actions) via EC, but I can see situations where restricting it to a tagged connector would be helpful.)

Are thruster weight calcs based on vanilla values, or does it pull the number from the ship info? (For example, if we're using a mod that adds thrusters, will they calculate correctly, or will it get thrown off?)
PF_Cactus  [author] May 8 @ 11:31pm 
Not sure if this one was in already or not
but another thing that the dev branch version does is that the mouse can always control the ship even when gravity align is on allowing for minor adjustments.
PF_Cactus  [author] May 8 @ 11:16pm 
@Felbrax, @Pablo Diablo
I'll be uploading our Dev branch as a separate upload soon as the dev version of Excav already includes this and more but GThoro has been too busy to upload it.

some of the changes that i remembered off the top of my head:
- toggle_gaa and toggle_cruise now have optional secondary arguments for on and off to force it to that state
- gravity align now works in artifical gravity too.
- atmospheric thrusters are shut down automatically in space.
- a new config value "DockTag" if a connector has the set docktag in it's custom data and the ship docks with that specific connector it shuts down all thrusters.*
- if the grid becomes static all thrusters are shut down to prevent hydrogen/power waste*
- thruster weight calculation is much more accurate.
- thruster weight calculation no longer counts disabled thrusters
* these only function if no pilot is currently present in the ship as well. if a pilot enters the ship the engines are powered on.
Pablo Diablo May 8 @ 10:58pm 
@Flebrax - than you for that!
Your post shows up with *no* spaces in front of lines. I suspect the steam comment engine eradicates leading spaces? Is there a way you can use a null character (or even something easily translated like '.'?) in place of spaces?
Felbrax May 8 @ 9:09pm 
Oh, I managed to do the forced "toggle_gaa" on and off states.

For who needs it, find in the code


case "toggle_gaa":
_utilitymanager.GravityAlign = !_utilitymanager.GravityAlign;
break;


and change with:


case "toggle_gaa":
if (args.Length > 1)
{
string val = args[1].ToLower();
if (val == "on")
{
_utilitymanager.GravityAlign = true;
}
else if (val == "off")
{
_utilitymanager.GravityAlign = false;
}
}
else
{
_utilitymanager.GravityAlign = !_utilitymanager.GravityAlign;
}
break;


Remember to leave the correct spaces in front of the lines.

For the dev, sorry for changing your code and ty again for such an amazing script!
Felbrax May 8 @ 8:50pm 
Amazing script!
I just wonder if there is a way to "toggle_gaa" option on or off independent of its state.

I tried both "toggle_gaa on" or "toggle_gaa 1" but they both turn >on< or >off< the planetary alignment.
Is there a way to force set them on or off?
Tozil Apr 20 @ 11:24am 
Love this mod, I use it in all my grind and miner ships, for the love of everything that's holy, please make it for se2 the day they publish how to scrip 😅
SHADOWTHX Mar 27 @ 3:49pm 
Great Mod, Sir. Thanks for your work. I've only been playing for a month, but I came across this, and it's now in all my ships. Many Thanks!
Leconite Feb 19 @ 1:39pm 
I'll confirm that both sides of the weight screen work in gravity.
jokerace45 Feb 19 @ 11:20am 
I have never seen the other half of the circle for "Lift Thrust" does this only show when in planet atmosphere?
PF_Cactus  [author] Feb 14 @ 11:04pm 
@littleKoala1014 if you're playing in singleplayer make sure that in-game scripts are enabled on your save! if not you won't be able to run custom scripts until you enable them when loading the save.
litekoala Feb 14 @ 8:41pm 
am i missing something? in the FAQ on the manual it shows a picture showing the content can be swapped to "Script" but i dont see it in game and my screens arent showing anything
GThoro  [author] Feb 1 @ 1:37am 
@Curlychump try this mirror https://excavos.statichost.app/
Curlychump Jan 31 @ 11:40pm 
how do i use this now that the website just throws an error
Unruly Jan 28 @ 1:36pm 
PF_Cactus:
>@Unruly. There's a link in the description. on the screens page is info you can configure on any >screen. just reboot the script after that and it should find/use the screens

Sorry pf_cactus, I didn't see this back in October. I had already been all over the screen's section, and I had long added Surface0=Utility to the programmable block but it ignores it in favour of excav's vanity tile. If I try to force the screen to text and images, excav forces it back to APP and redisplays the tile.
GThoro  [author] Jan 4 @ 6:13pm 
@Xavier_Dare I'm aware that it is unreachable in some places (according to uptimia 19/48 locations are reachable, service I use is basically dead now) and will move back the documentation here very soon.
Xavier_Dare Jan 4 @ 2:13pm 
Hey just wanted to let you know mr mod author man your link for the official manual seems to be broken atm
PF_Cactus  [author] Jan 3 @ 7:54pm 
I also noticed that something i replied to a while back seems to have not made it into the published release yet, and i apologize for giving misinformation because of that then.

Regarding specifically to gravity alignment only working on planets.

I mentioned at the time that it also works in artificial gravity but after just comparing the release version and my local build it seems that never made it into the release version yet.

As the gravity support version should show 'Gravity Align' as 'P-Grav Align' and 'A-Grav Align' depending on the context of what gravity you're in currently.

So for those who read ahead and saw that comment, sorry about that.

it seems there's a few other things that never made it into the public release yet either, I'll see if i can get GThoro to push a build soon.
Pablo Diablo Jan 3 @ 7:20pm 
Amazing! Thanks for such a quick response and edit to the random request I had - appreciate it!
PF_Cactus  [author] Jan 3 @ 6:47pm 
I've done some edits to add override's to the commands.

added overrides to the toggle_gaa and toggle_cruise commands so you can follow them with an on or off to force them to that state, this was the quickest/easiest way to implement this in the short time i had today.

I'm not sure if/when GThoro will have time to actually push anything though as he's been really busy lately and I can't publish the file to the workshop.
Leconite Jan 3 @ 2:17am 
That could be a nice feature with gaa and cruise,
Commands to specifically turn them on or off.

Suggestions:
gaa_on
gaa_off
cruise_on
cruise_off
Pablo Diablo Jan 2 @ 5:16pm 
Thanks for the script - really useful!

Is there a command similar to toggle_gaa that allows for a specific on/off setting without having to track its toggle state? I'd love to have an Event Controller and/or Timer that sets gaa to 'on' ... but if gaa is already on when it fires, then it will toggle it to off instead.
PF_Cactus  [author] Dec 13, 2024 @ 7:04pm 
@RikeiR ok, but we'll need more information on what you mean by 'not stable' that doesn't really tell us anything.
RikeiR Dec 13, 2024 @ 6:07pm 
When toggle_gaa is used, the behavior of the ship is not stable under the ground.
Leconite Dec 13, 2024 @ 4:18am 
Oh, I didn't know that, thanks. :-)
PF_Cactus  [author] Dec 13, 2024 @ 3:57am 
It works in artificial gravity too, I'm not certain which it prioritizes anymore.
Leconite Dec 13, 2024 @ 3:04am 
More information would be needed in order to troubleshoot, as the gaa feature does work in natural gravity.
PF_Cactus  [author] Nov 30, 2024 @ 9:20am 
@Alcatraz, as much as we want this to be a thing, drills are essentially weapons, which means they don't have a 'off' state and rather just a 'keep on' option, resulting in a situation where we can turn them on by code but not force/keep them off or override the mouse input from the player.
Alcatraz Nov 30, 2024 @ 1:43am 
Hello there!

First of all I'd like to thank you so much this OS, to that I have no idea almost about programing, is impresive!
This said, I'd like to ask if is there any parameter for the script that makes the drills of the ROVER/Ship Auto-Stop when the Lift-Warning appears.

Thanks again!
Greetings!
Leozingameplays Nov 12, 2024 @ 2:54am 
Yeah, I figured that out. Was just pointing out that this is a info that you could have put in the user manual, since is actually pretty inportant. Anyways, is a pretty nice script, I'm using in literally any drill XD
GThoro  [author] Nov 11, 2024 @ 2:12pm 
@Leozingameplays To be able to adapt to user settings, say you want something on 5x3 display but default font is not readable from where you want to see it or you want more items displayed then you can pivot the screen and reduce font size. Script also uses foreground and background colors of display so you can finetune that too. The only issue is that font size is not on script tab, which is required to display sprites and ExcavOS will revert it back to script before displaying info. Turning off PB, changing to text and image, modifying font size, and enabling back PB is the most convenient way to deal with this.
Leozingameplays Nov 11, 2024 @ 1:52pm 
Yeah, I was changing the displays on a existing one, but that still a information that should be said on the manual since I already tried to display it in a really big screen and couldn't figure out how to make the font bigger, since was using too little of the space. I agree with @Leconite, you can simply remove it if you want this to not be changed (as you said, you shoudn't touch anything before setting it up) or just put in the manual that you can adjust the sizes. Don't make much sense using it as a multiplier on the code if you want it allways to be 1, why put as a multiplier in the first place then?
Leconite Nov 11, 2024 @ 5:33am 
I could be set to something different if the display is also used by other scripts, AutoLCD's for instance. Changing the font size is a common trick to make AutoLCD's displays look better.

I have a ship that uses ExcavOS in mining mode, and AutoLCD's and other scripts in flight mode.
One hotbar button switches modes by turning the appropriate PB's on or off. I can see how adjusting font sizes in flight mode could cause problems when the ExcavOS PB is started.

You may consider changing ExcavOS to use the font size "as is" when taking over a display instead of using it as a multiplier.
PF_Cactus  [author] Nov 11, 2024 @ 5:11am 
@Leozingameplayes as far as i know a LCD should default to 1.
i'm not sure why in your case the default was different. but basically the idea is that you build the lcd and set it up for excav and not touch anything else and it should just work out of the box. were you editing an existing build? as then i can understand why it happened maybe.
Leozingameplays Nov 10, 2024 @ 12:13pm 
Ok I figured out, for anyone with a similar problem. Looking around his code, he uses the already set font in the screen as a multiplier to define his font size, wich means that, to adjust size, you'll need to remove the ExcavOS from the custom data, set the LCD to show text", manually adjust the font to 1 if it's not, or to any number you see that fit, and the apply the ExcavOS again. Feel like that should be on the user manual page
Leozingameplays Nov 10, 2024 @ 11:59am 
Hey, I'm having a problem now with it. No matter how big my screen is, the Utility screen get resized to a bigger and bigger font size, making it impossible to read in any screen. How can I solve this?
Leconite Nov 6, 2024 @ 8:33am 
Agreed, industrial cockpits, and the control seat are the best for using LCD's.
PF_Cactus  [author] Nov 4, 2024 @ 7:30pm 
@Frission it works on any cockpit, as for the cockpit in the preview that is the small grid variant of the industrial cockpit from Decorative block pack 1. it is in my opionion the single best small ship cockpit due to it's amazing LCD layout.
Frission Nov 4, 2024 @ 12:13pm 
Does this need a specific cockpit type? Is it meant for just large grids? I don't recognize those hud LCD layouts.
Endo Nov 2, 2024 @ 6:49am 
can u accept me i need help
Cozmo Nov 1, 2024 @ 5:39am 
that works perfectly, im in aus so maybe its a local thing
GThoro  [author] Nov 1, 2024 @ 4:58am 
Use CargoOre if you want ore.

I know that few others commented but how can I even debug the issue if every website checker I use says it's ok. I'll move back documentation back here with new script version though. In the meantime perhaps you can access it using WebArchive http://web.archive.org/web/20230106171640/https://excavos.surge.sh/ ?
Cozmo Nov 1, 2024 @ 3:14am 
i found this on an old craft [ExcavOS]
Surface0=Cargo
Surface1=Weight
Surface2=Utility
EnableImmersion=true but i wanted ore not cargo
Cozmo Nov 1, 2024 @ 3:07am 
saying 503 service unavailable, a few others have commented this
GThoro  [author] Nov 1, 2024 @ 1:16am 
@Cozmo https://www.uptimia.com/website-availability-test/f7590747 seems to ba available across the globe
Cozmo Nov 1, 2024 @ 1:12am 
your website doesnt work so i cant actually use the script
Gamer9oo1 Oct 31, 2024 @ 10:51am 
Ok thank you.
GThoro  [author] Oct 31, 2024 @ 10:47am 
It is supposed to autostartup without need for recompile even once.