Space Engineers

Space Engineers

MahInd - Info LCDs (No Pb)
106 Comments
Techmarine May 5 @ 10:29am 
I was looking why all additional screen apps were not working and then i looked here. DangerousMaterials, it's not a problem of this mod. It's a problem of that plugin (SEWorldLoadBoost). I checked it with radio spectroscopy mod and without this plugin it worked.
dRuPpI May 2 @ 12:47am 
this is awsome ... is it possieble to do somthing like this for Floor Plan Script?
mahtrok  [author] Mar 19 @ 12:59pm 
Sry, but I have no idea on how plugins even work from the player side so I am completely unaware of how they are made or might interfere.
DangerousMaterials Mar 16 @ 8:57am 
I like the idea and realization. One thing though: it conflicts in some way with SEWorldLoadBoost plugin. If said plugin is loaded the scripts (Apps) are gone. Something maybe you would like to look into in spare time.
mahtrok  [author] Mar 15 @ 4:29pm 
Nah, sorry. I did not implement further sorting as I wanted to keep the user input as simple as possible and most of the config screens are allready cluttered. Multiple sorting options like alphabetical, by mass, by volume and whatever would be imaginable would add multiple lines to every single one.

Glad you like it though.
Deadround Mar 15 @ 7:54am 
Is there a way to re-order the list or ores, ingots, etc. on the display screens? A small detail but one that helps folks like me. Otherwise, the simplicity of this mod is great for a knucklehead like me and I really appreciate your work into this.
mahtrok  [author] Feb 20 @ 8:27am 
Not fundamentally but, afaik, he splits workload over multiple ticks of the programmable block, while this mod calculates everything on a per frame bases, and he is a hell of a better programmer.
John Feb 15 @ 11:39am 
Interesting. Is there a fundamental difference in the way your mod scans inventories vs AutoLCDs 2? That script continues to work on my grid while your mod started miscalculating. Frankly I would rather use yours though.
mahtrok  [author] Feb 11 @ 7:27am 
The more functional blocks your grid has, the more blocks have to be scanned. Above a certain treshold this search will take longer then the available tick time, then the values are no longer accurate or might fail to show up completely.
Game breaking yet only accures when confronted with clang via irregular subgrid merging afaik.
John Feb 8 @ 1:27pm 
Can you describe what you mean by more 'complex' regarding grids and exactly what factors go in to breaking the mod? I added some cargo containers to a large space station and suddenly the Components inventory screen is just completely wrong. Showing me I have 235 steel plates when I have 70k, showing me I have 15 metal grids when I have 12k, and so on. I tried making sure I had the word Components in the names of the right cargo containers and setting the search id field to look for that term and it didn't do anything. Likewise removing a good dozen smaller cargo containers and replacing them with one much larger one so it had fewer cargo containers to index, but it didn't fix it either. Are there other factors besides how many cargo containers it has to search in that affect the inventory screen?
mahtrok  [author] Jan 29 @ 12:31pm 
Weird, I do remember including IMyCockpit but maybe lost it through the many iterations. Will take a look tomorrow.
allmhuran Jan 29 @ 12:33am 
I might have found one specific issue - the inventory of cockpit blocks does not seem to be included in the readouts. Did a basic test: Placed a small grid cockpit block (tried two different cockpits) with a battery and a nice big LCD. Put some gatling ammo in. Loaded the ammo app, and it said "no ammo found". Same for ingots. Then I added a cargo block and moved the inventory into there, and the LCD showed the items as expected.
mahtrok  [author] Dec 9, 2024 @ 5:25am 
@John Works fine on all screens for me. Try deleting the old CustomData field once you switched to a new screen to be displayed and ensure to change the correct settings field, if there are multiple screens on one block. Only Corner or Flat Top LCDs have a fixed font size.

@Stollie I am not currently working on new screens and the projector one, though quite interesting, sounds like more work to do, then I have free time. Besides my own work, I can hardly invest time to continue bug fixing.
Stollie Dec 7, 2024 @ 9:49pm 
@mahtrok - Any interest in creating one that provides data for Projectors?

I was considering writing a LCD Mod to solve the infamous Components required problem which is blocked due to an non whitelisted methods in in game scripts.

Was basically going to make something that looked at the projected image, breaks the required blocks down into components and show a split between which ones you can satisfy component wise in green and which ones you're missing in red.
John Dec 7, 2024 @ 4:42am 
The Fontsize setting doesn't work for all of the different options. Power and Gas for instance can be changed, but the Damage Control one can't. I haven't checked them all, but that option seems to be broken for several of the options, at least on my end.
mahtrok  [author] Nov 25, 2024 @ 4:56am 
That is a NULL reference exception. It tells me nothing, but some block has not been found that has been there before and all my screens are set up to catch missing items or blocks.
These kind of error messages are inside my log as well, sometimes, they should not break anything.

What LCDs are active?`
What values are set?
What 'Update' you're talking about?
Did anything else change during that 'Update':
-Have other mods been installed/removed that change existing blocks or add/remove items?
Can the problem be fixed (are players able to rejoin again) if an admin resets the LCDs to not show the mod LCDs?
Is the problem persistent if an admin changes the LCD contents?
Can the problem be fixed by removing the mod from the servers mod list?
Can the problem be reproduced, if another players explicitly logs out in render distance to a MahInfo LCD and is then not able to rejoin?
MisterRee Nov 24, 2024 @ 2:59pm 
Hey @mahtrok, after the update yesterday, players on DS can't connect if their character is within render distance of an LCD with a screen from this mod.

2024-11-25 08:12:42.720 - Thread: 74 -> MahrianeIndustries.LCDInfo.MahUtillities: Caught Exception while GetBlocks: System.ArgumentNullException: Value cannot be null.
Parameter name: collection
at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
at MahrianeIndustries.LCDInfo.MahUtillities.GetBlocks(MyCubeGrid cubeGrid, String searchId, List`1 excludeIds, MyShipMass& gridMass, Boolean includeSubGrids, Boolean includeDocked)
mahtrok  [author] Nov 14, 2024 @ 10:41pm 
Does the screen display all blocks correctly but the pressurization level is wrong?
Does the screen display not show the blocks at all?
Is the block Id is written correctly?
Is there an error message on the display? If so, what kind?
Single player game or server?
Oxygen and pressurization settings turned on correctly?
Are you the owner of all blocks, or do all blocks at least have the same owner?
Grenawd Nov 14, 2024 @ 5:07pm 
I'm unable to get the Airlock Monitor to register when a room is pressurized, I've got an air vent and door tagged with Airlock, and the room is pressurized. What am I missing?
LucaZanna Oct 25, 2024 @ 4:23am 
It's ok, super cool mod ;)
mahtrok  [author] Oct 25, 2024 @ 3:42am 
No sorry, I did not implement any sorting.
LucaZanna Oct 25, 2024 @ 3:01am 
Hi, is there a way of sorting the blocks in the view, e.g. by name?
mahtrok  [author] Oct 23, 2024 @ 11:52pm 
ShowDocked should now work correct. Fixed a few other bugs as well.
Rastlore30 Oct 21, 2024 @ 4:03pm 
"THIS SHOULD BE VANILLA."

-sorry, my timing was off but I agree.
Daynen Drakeson Oct 21, 2024 @ 3:36pm 
I love it. I used Mmaster's LCD script way too much and this just makes it user friendly. I know it's cliche but all together now gang: "THIS SHOULD BE VANILLA."
pryde64 Oct 20, 2024 @ 5:41am 
we need more of these keen take note thank god for modders
mahtrok  [author] Oct 8, 2024 @ 11:57am 
Ok, gonna need to look into it again.
Raagun Oct 7, 2024 @ 10:34pm 
Can also confirm that ShowDocked doesnt work on SDX server. They added LCDs as default server mod. But docked setting does nothing :(
mahtrok  [author] Oct 4, 2024 @ 1:28am 
@Pissradish

Dunno if that is that much of an edge case, I use the mod on our server and all docked vessels show up as they should. I have designated screens to exclusively check docked builder vessels for their contents before leaving towards a construction side or show the cargo left inside the mining vessel f.e. to check from the bases control room, working just fine…
Pissradish Oct 2, 2024 @ 7:12pm 
@mahtrok

Re: My Cargo Manifest Trouble

I crashed the vehicle and lost it, but here’s what happened. I ran the LCD script on a multi-screen Programmable Block (programmable text panels), and all LCDs worked perfectly except for those reading cargo on the docked vehicle.

I filled the containers with various items (components, ores, ice, tools), but the scripts meant to detail the contents couldn't read anything. I confirmed "docked" was set to true, tried deconstructing/reconstructing the panel, and even used a base game LCD.

I adjusted the custom data to look for specific prefixes, but the header read (0), it found no containers. I renamed the containers (CGO-1, 2, etc.) and searched for "CGO," but only the general summary detected them, and none of the detailed manifest scripts worked.

This seems to be an edge case, but even if this functionality is impossible, it remains one of the most essential mods on the workshop. Incredible work—thank you!
mahtrok  [author] Sep 17, 2024 @ 1:12pm 
No, it shouldn‘t be a problem. But the additional Weaponcore settings will not show up on the weapons summary as it is written for vanilla combat.
Martian Patriot Sep 17, 2024 @ 12:57pm 
I will try resubscribing. As for a conflict, the only other mods I have loaded are some blocks for weapons and thrusters. Does this mod conflict with weapons core or animation core?
mahtrok  [author] Sep 17, 2024 @ 11:51am 
@DANGER NOODLE then either the mod is not installed or has conflicted with anything and stopped working completely.

@Pissradish
-What screens do show that 'Empty Cargo hold’ message?
-Are all LCDs set to ‘show docked=true’?
-Do the docked containers contain ores and ingots?
-What search Id is provided for the ores and ingots LCDs?
Pissradish Sep 17, 2024 @ 1:06am 
I'm having trouble getting this script to recognise docked grids. I have a tagged rover attached to a connector but when I hook up the LCDs for the Ores, Ingots, and Cargo Summary, I get an "empty cargo hold" message. The Container Summary, however works perfectly. I just wanted more specific info on what was IN those containers.

I'm not sure if I've missed something. "Show docked" is set to true so I'm basically just scratching my head wondering where I went wrong. Any help would be appreciated.
Martian Patriot Sep 16, 2024 @ 12:22pm 
None of the $IOS Scripts appear.
mahtrok  [author] Sep 16, 2024 @ 1:21am 
You need to open an LCD’s context menu, set its content to ‘script’ from the drop down menu, then select any of the $IOS named scripts from the list below that drop down. The LCD should then display stuff while the custom data should be populated.
Martian Patriot Sep 16, 2024 @ 1:11am 
Hmmmmm, weird. Then I guess I have no idea how to even access any parts of this mod. The Custom data of LCDs is not filled.
mahtrok  [author] Sep 16, 2024 @ 12:07am 
There is no targetting info script available from this mod, might explain why there is no custom data either. Maybe you’ve mistaken the mod you’re looking for.
Martian Patriot Sep 14, 2024 @ 5:44pm 
My custom Data field is empty no matter what I do.
Martian Patriot Sep 14, 2024 @ 5:29pm 
How do I set a main cockpit for the targeting info script?
mahtrok  [author] Aug 18, 2024 @ 7:26am 
Nope, single screen support only, you could set up multiple screens with different settings, but you’ll have to do it manually.
DracoNB Aug 18, 2024 @ 12:02am 
Is it possible to show long lists like say components across multiple different screens?
mahtrok  [author] Aug 6, 2024 @ 11:05pm 
Yep.
◘Quetz◘ Aug 6, 2024 @ 1:28pm 
Ah ok thanks, so could I add a 3 letter code to each block I want the script to detect and then put just that code in the searchIDs field?
mahtrok  [author] Aug 3, 2024 @ 1:05am 
It’s the name (or parts of it) of the block you want to exclude, like shown in the grid terminal, like “O2/H2” or “generator” in your case. Open the terminal menu of the LCD and find the Button where it says [Custom Data] and enter that blocks name part after excludeIds=O2, H2, for example.
◘Quetz◘ Aug 2, 2024 @ 9:44pm 
How do I get IDs for block like O2/H2 generator to add to the exclude list?
Chip Patton Jul 30, 2024 @ 2:47am 
Gotcha, I assumed the exclude was container names.
mahtrok  [author] Jul 30, 2024 @ 2:06am 
-1 seemes to be a convenient idea. Yet you can add the ones not of interest to the excludeIds list =Reactor, super, glass, <5, explosives
You can hide items below a specific amount by adding <5 to the same excludeIds list.
I use it on my own builder with a font size of .35 and it seemed enough, yet.
Chip Patton Jul 29, 2024 @ 3:33am 
Any chance to request that setting a quota to -1 removes it from the list entirely?

Case: Using this in a cockpit to see what inventory you have with a builder requires a microscope to read the entire page at 0.1 fontsize. :P
mahtrok  [author] Jul 25, 2024 @ 7:57am 
As rastlore allready stated, yes, it is the name or a part of the name of the block you want to look at. The Id should be of a length of at least 3 characters to be somewhat specific.