Space Engineers

Space Engineers

ExcavOS [Dev Branch]
26 Comments
PF_Cactus  [author] Jun 14 @ 4:21pm 
@Brianetta, included your changes and pushed the update, thanks for your contributions!
Brianetta Jun 14 @ 3:03pm 
Your DockTag code doesn't do the shut-off and recharge when docking with a static base, because the static state gets set first, and the connector code's docked state is in an else-clause from that. This was why I thought it was broken - it didn't work on my base.
Brianetta Jun 14 @ 2:57pm 
Weird, but OK. I have event controllers on all my miners that do all of these things anyway.
I'll make a new PR with just the first three commits, since that change is a separate bug fix.
PF_Cactus  [author] Jun 14 @ 2:37pm 
@Brianetta, I've looked through your requests, the automation one seems fine and i'll be merging that one soon.

The other one though actually breaks intended functionality rather then fix it. because i think there's a misunderstanding with how that is supposed to operate.

The DockTag goes on the external connector that you are docking with, not on the ship containing Excav. this is to ensure that the engines only shut off when docked with a ship that you know can handle the extra weight of excav ships.

(i've had it happend where mid-air operations ended catastrophically due to unexpected engine shutoff. so i created this to make it only work with certain connectors on my mothership.)
PF_Cactus  [author] Jun 14 @ 1:02pm 
Also, for faster communication, If anyone wants to just contact me to discuss ideas/changes feel free to add me on discord:
- pokerface_cactus
Brianetta Jun 14 @ 12:49pm 
I have a pull request up already, which might serve your needs, @Melfely
PF_Cactus  [author] Jun 14 @ 12:39pm 
@Brianetta, The source repo is technically up to date. it's the april-2023 branch.
@Melfely, I'll gladly check it if you pull request the dev repo https://github.com/brandonvdongen/ExcavOS
Melfely Jun 14 @ 8:14am 
@PF_Cactus well fair enough I presume. IF you want I can do a pull request on your repository with my edits so you can see what I changed in the end.
Brianetta Jun 14 @ 2:23am 
Ignore that last, I found your fork.
Brianetta Jun 14 @ 2:07am 
Any chance you'll update the source repository on Github?
https://github.com/kpiatkowski/ExcavOS
PF_Cactus  [author] Jun 13 @ 11:09pm 
@Melfely, Since i'm not the official project owner I can't give permission to post it, that said. I'll have time later today/tomorrow and i'll See if i can do a official implementation for some of the requested things here like disabling the automatic management altogether and a method of excluding only specific objects from the automatic management.
Melfely Jun 12 @ 7:08pm 
I have made it, was pretty easy to do. Even got the config loader working so its a new field in the custom data. But, If im not allowed to publish it to steam, thats all good. But I am hoping you will allow it.
Melfely Jun 12 @ 6:24pm 
I don't think there is anyways to currently prevent the script from managing thrusters, tanks and batteries. While neat, it is mildly annoying on some grids.

I am tempted to look into making my own version that has a toggle for that, would you mind if it gets posted to steam, "unlisted" or "public"?
hangar-8 Jun 12 @ 1:18am 
Having modded a couple of games myself in the past I know how time consuming it can get, so thanks for your continued support (i use this on pretty much every atmospheric capable ship)

Rither in manually created groups or single, the script manages thrusters, turning them on at lift off even if manually shut down (which makes a gentle exit from the base amusing.. there's a large industrial on the back for breaking into orbit)
PF_Cactus  [author] Jun 11 @ 6:32pm 
@hangar-8 i don't remember if the entries are made for it in the config automatically but manually creating thruster groups *should* stop it from auto configuring them. tho this could potentially have been lost in the rework. I've not actually worked on this code in over half a year as i've been quite busy. i just kept seeing requests for features that were already in the dev version so i decided to post this to at least help reduce those requests.
hangar-8 Jun 11 @ 4:32pm 
Is there a command to exclude certain thrusters and/or groups from auto management? I usually group front facing thrusters with an on/off toggle on the bar to coast, and they keep getting turned on
Ronin Planetary Industries Jun 11 @ 8:59am 
With temporary control while aligning with gravity, I would just look for mouse input and disable gravity alignment. Then turn it back on after a certain amount of time-out after the last mouse input. I found that works well. If there's some sort of emergency and the player grabs the controls they instantly react and as the player would expect. Then time-out after 2 seconds or so, then g-align straightens the ship out again.
Morphy Jun 10 @ 10:35pm 
Are Atmo thrusters not counted in the Weight screen? I get just the cargo percentile. I've tried both with and without the LiftGroupName setting to avail, I also set the remote block and cockpit as "main". The reading for stopping distance in the Utility screen does work however.
PF_Cactus  [author] Jun 9 @ 1:34am 
Thanks @Priken I'll look into it when i get a chance to soon.

as for @Jokerace45 sadly *all* of the LCD/UI code was GThoro's department/are parts of the code i never touched so i wouldn't know how to solve that issue directly.
Priken Jun 8 @ 12:57pm 
Hi! I noticed some problems when loading into a save game and having a ship with a cockpit and remote control being docked. The script would recognize the remote control as the controller that is important (neither had "Main cockpit" set) and then undocking while inside the cockpit would not turn on thrusters again. Setting "Main cockpit" on the cockpit fixes this, just as did recompiling. But also, I looked at the code and found that changing the line "if (this._controller == null && _controller.IsUnderControl && _controller.CanControlShip) this._controller = _controller;" to remove the "this._controller == null" check fixed this as well (in SystemManager.UpdateController). Not sure if this is wanted behavior or not, but I kept having to reload after forgetting that a ship would not "turn on" when undocking. Also, unrelated: The "updateSource == UpdateType.Update100" check in ScriptHandler.Update does not work, as it has to be changed to "(updateSource & UpdateType.Update100) != 0".
gerd67 Jun 7 @ 10:26am 
Simple to use and packed with great features, the old script was already good. The new additions make it even better! This script has all the non-combat functionality you'd want for any ship — not just miners.
ThrustMonkey Jun 6 @ 9:31pm 
Oldy, but a goody...
Morphy Jun 6 @ 4:52pm 
It kills me that there's not a vanilla indicator for the screen Apps to let you know how hard that thrust/group is working-- well, literally kills sometimes when you're leaning on the downward braking thrust when de-orbiting and you can't slow down. (I think we've all had that happen before, right?)
jokerace45 Jun 6 @ 3:03pm 
Any chance there might be an option to allow resizing of LCD elements that are displayed or a scrolling ability? Because I am having cargo listings that are scrolling off the screen so I do not get to see all of it
PF_Cactus  [author] May 10 @ 4:20pm 
@kemby, from my testing, hydrogen thrusters don't consume fuel when they're not actively providing thrust unlike ions/atmos which have a idle consumption, other then that not currently. i'll see if i can add a on/off toggle for the auto thruster management soon. may take me a bit until i have the time though.
Kemby May 10 @ 1:29pm 
Is there any way to disable whatever function prevents me from shutting off thrusters while floating (stationary) in space? Would love to be able to float without wasting hydrogen with idling thrusters