Space Engineers

Space Engineers

Automatic LCDs 2
2,780 Comments
Leconite Aug 19 @ 3:56am 
There is no way to do that with this script.
KeplerTheAlien Aug 19 @ 2:33am 
is there a way to change the color of text per line...? or am i dumb?
Kham Aug 17 @ 12:06pm 
@GermanGinger 99.9% of the time when it shows 0 for everything, it's because you've not told it where to look, or you've told it the wrong place.

For example typing this
inventory +ingot

instead of this
inventory * +ingot
GermanGinger Aug 17 @ 10:42am 
Love the mod and I've been using it for years but lately I've ran into a particular problem. All the coding "works" but doesn't. The main thing I use is the inventory and tank stuff. Unfortunately, recently it would pull up the usually list but show everything empty or at 0. Any help? Can't seem to figure it out
the_high_lord Aug 16 @ 9:27am 
@gromit That was it. I removed the underscores and now the console works exactly as intended! You, sir, have earned yourself a cookie.
Dab Boofer Aug 14 @ 8:04pm 
anyone having trouble getting proper ammo inventory ammounts? its showing 0 ammo when I know Im stocked up
Gromit Aug 14 @ 9:42am 
@the_high_lord: it's a typo, you must not use "@0 auto_lcd" but "@0 AutoLCD". Hope this helps :se:
the_high_lord Aug 14 @ 9:33am 
Ok, I'm getting annoyed.. I'm trying to set up a console with three screens so that the screens each display different information. According to the guide, to get what I want, I should use the following command structure in the console's custom data

@0 auto_lcd
inventory {gas} +ice (this is to see how much ice is in my H2/O2 aka 'gas' generators)
@1 auto_lcd
tanks * oxygen
@2 auto_lcd
tanks * hydrogen

However, when I add this exact chunk of text to my console, it doesn't work as intended, and I don't know why. I've verified that

inventory
tanks * oxygen
tanks * hydrogen

will display the desired values on the *first* screen, but as soon as I put in the @* auto_lcd lines in, the first screen freezes, and nothing displays on the other screens.
Atomhirsch Jul 28 @ 7:30am 
What exactly do you mean? You can show information of blocks with the "detail" command, so you see the same text as in the terminal view of that block.
GOD OF WAR Jun 27 @ 6:18pm 
Is there away to add targeting information?
Gromit Jun 18 @ 11:29pm 
@CrankyOldMan: this is not a mod, it's a script so it will appear in the scripts list when you will open a programmable block properties If you have of course enabled in-game scripts in the world settings :se:
CrankyOldMan Jun 18 @ 9:21pm 
In-game browsing of workshop doesn't show it, either....
CrankyOldMan Jun 18 @ 9:19pm 
I'm having issues as well. I'm subbed on the workshop, but it doesn't appear in my mod list when I start a new game. Version update maybe?
MMaster  [author] Jun 18 @ 12:25am 
@Nolabritt I see. Weird. I've never heard of such issue. It sounds like locally modified script. I have tested it on completely fresh profile with no local data and the script that is downloaded from workshop has correct size with no extra whitespaces.
Nolabritt Jun 17 @ 7:42pm 
More specifically, I am subbed on the workshop and when I select it via "browse scripts" and I "copy to editor", the script copies as 143400/100000 characters in the programmable block editor. I have been using this script for years with no problem, this is very recent which means it may be due to other mods. I am able to pull old copies of the script from blueprints, and they have a proper 96637/100000 count. Comparing each in VS, the new copy is the same as the old except it has all standard formatting white space. The old script lacks all white space after the intro. Others would have run into this issue if it was a problem on your end, but the issue persists even if I start a new unmodded game... it may be a result of me messing with my game files on my end or something. I have copies of the script so I am not hurting, but if others bring this up then remember this data point
MMaster  [author] Jun 14 @ 6:24pm 
The script fits into programmable block character limits using standard way of subscribing to it and loading it into programmable block from list of in-game scripts using in-game interface.
I'm not quite sure what you mean by 'pulling script from the workshop' but if you mean downloading the script outside of game and then copy pasting it into the game then that is definitely not supported.
Nolabritt Jun 14 @ 3:16pm 
For some reason when I copy the script from the workshop, it is too long for the character limit. It looks like the code was formatted somehow and a lot of white space was added which pushed the code over the character limit. Has anyone had this problem when pulling script from the workshop?
Kham Jun 9 @ 5:36pm 
@RichDickPeter Is the guide not that already?
RichDickPeter Jun 9 @ 4:40pm 
Can you add a link to a list of JUST the commands? I hate digging through all this every time I come back to the game, I've even made a list of my own somewhere and lost it! seams like it would be the very first thing. Like in a guitar tutorial they just tell you the chords and play it once through for those who aren't total beginners to just get back to playing.
Leconite Jun 6 @ 4:08pm 
Group limited commands are working.
Show us the commands you are giving AutoLCD's, maybe we can help you troubleshoot it.
SavageReaper185 Jun 6 @ 3:34pm 
i can not get the group commands to work, anyone else having this issue?
Leconite May 27 @ 5:14am 
Who, me?! Never!
Bullsh*T!

AA, AutoLcd's Anonymous? LOL! :-)
Fat7i Bonané May 26 @ 9:25am 
It's crazy how I simply cannot play without this script. Do you also spend hours making that perfect layout of info on your screens?
Leconite May 23 @ 4:33am 
In some situations, you can successfully get readable text on smaller LCD's by lowering the font size. I've done that to get GPS readouts on the Corner LCD Top or Bottom variants.
The Legacy May 22 @ 6:04pm 
Also, while I'm suggesting the below idea, an additional flag that replaces number truncation (ie. 1000 = 1 k) with the real number?
The Legacy May 22 @ 6:02pm 
Hi! Is it possible to make a variation of InvList (and other similar functions) where you can hide the label for the item in question (whether it be a damaged block, inventory item, etc)?

For example, using "L" as the modifier to hide the label, what I'd like to do is something like this, using the small LCD on the top right of the Turret Controller:

echo Top Port
echo Turret
InvListNNB * +autocannonmag
InvListNNL * +autocannonmag
InvListNBL * +autocannonmag

The chief purpose of this is so I can fit text in very small LCD's without causing it to bunch up like it's currently doing.

It HOPEFULLY is a simple addition, and this could apply for other functions as well. Thanks!
Leconite May 21 @ 8:31am 
Absolutely, MMaster, take care of yourself first, SE isn't going anywhere, the script update can wait.
Slug May 21 @ 8:24am 
@MMaster: Wow, you're a legend. Hope you're feeling better soon!
MMaster  [author] May 21 @ 7:12am 
Please check the Prototech components/blocks discussion

https://steamcommunity.com/workshop/filedetails/discussion/822950976/591764302717843851/

I've tried to list the Add() items lines there for testing (prototech items will still not be shown for 0 items intentionally as is described in that discussion). If everything will be fine and nothing is missing I will publish the changes.
MMaster  [author] May 21 @ 6:12am 
If someone is willing to help me and make my life a bit easier would you be able to list the items that are missing in the Prototech components/blocks discussion that would help a lot (no need to list item ids, just their names). Thanks!
MMaster  [author] May 21 @ 6:00am 
I'm sorry Prototech components were not added to list of items in the script yet. They will be shown if they are in the container, but their name is just automatically made up from item id and there are no short names. Unfortunately I'm fighting sickness for a last few months already and haven't been able to get to it. I will try to do it asap.
Slug May 21 @ 5:15am 
V2.0200 yes? So yeah, while I can see prototech items, it's simple showing up ingame as "Prototech "x": 1" No bar indicator. I've had a crack at simply trying to add them in like you'd do for a modded item, but no joy. I'm not sure if it's simply because I'm doing it wrong (Good to even odds that I am :blissful_creep:), or that due to not knowing what the those items actual item ID's are I can't simply type out the line "Add("Prototech Frame", "Component", 100);" etc (If SOMEONE does know how to add in the prototech items, please, my OCD begs of you, tell me your secrets!). :sad_creep:
Leconite May 21 @ 4:48am 
I know MMaster added a lot of the vanilla items in the most recent update. Check if you are running the latest version. Forgetting to check for script updates has gotten me before. :-)
Slug May 21 @ 4:36am 
@Leconite, Yes. I noticed that too, but they were only listed as a random item, not like the rest of the base game components/ingot/ore etc etc. I simply thought that MMaster hasn't gotten around to adding them like the other vanilla items. :nonplussed_creep:
Leconite May 21 @ 4:19am 
The inventory related commands seem to pick them up automatically. I found some prototech components in planetary encounters and they displayed along with the rest of the regular components. Same with prototech scrap, displayed right along with the other ores that I had.
Slug May 21 @ 4:08am 
@MMaster Sorry to bother you, but have the prototech components/items etc been added to the script as of yet? If not, is there an ETA? Thanks in advance! :happy_creep:
RedGan May 5 @ 2:58pm 
Hi, I would like to know, is everyone's mod working fine now, everything is great?
Kham Apr 28 @ 1:21pm 
As the guide states, the Gravity command "Displays natural, artificial and total gravitational acceleration (in m/s²)"

You're using the individual variants, which you should only use if you only want to display one of them or want them all on different lines.
E P I C M O M E N T Apr 28 @ 8:06am 
Could be me, but I couldn't find anything, and if you just type out all the gravity commands in a row (GravityNatural GravityArtifical GravityTotal) it will only display the first one (GravityNatural)
Leconite Apr 28 @ 5:10am 
It's in the guide, referenced above.
Just might be the gravity command? ...
E P I C M O M E N T Apr 27 @ 6:24pm 
quick question, how could I recreate how the gravity is set up on the fourth screenshot? I can't seem to figure out how to get natural, artificial, and total gravity on the same line.
Kham Apr 11 @ 1:54pm 
@Swann Glad that got it going. :)
Swann Apr 10 @ 12:31pm 
@Kham Thank you for providing a version number. In the end you were right. Even though all my tests have been brand new games and worlds, apparently I've been loading v:2.0184 for the last year from some kind of local copy. Notably that version does support custom titles but only for the Power commands and not the Cargo ones. I'm good now.

Big thanks to Kham and Leconite for helping me.
Kham Apr 6 @ 10:35am 
@Swann the custom title override is still working fine in my test world.
Be sure to check your PB is running the latest version of the script, or at least V2.0194 since that's when the override was added.
Swann Apr 6 @ 8:47am 
Leconite:
That's a good thought but I've tried that all different ways. The braces are definitely not the problem.

None of these work correctly:
Cargo {*} {Stuff:}
CargoAllP {Chas Cockpit} {Junk:}
CargoAllP {Cargo} {Containers:}
CargoAllP {O2/H2 Generator} {O2/H2:}

The custom labels worked about a year ago but they haven't worked for a long time.
Leconite Apr 6 @ 4:38am 
Shameless plug here, but this might give you some of the information that you want.
https://steamcommunity.com/sharedfiles/filedetails/?id=3304775408
WardenWolf Apr 5 @ 1:47am 
Could you add a function to estimate how long your ice will last at current consumption levels? Right now we really have no way of knowing this, so figuring out how much of our cargo to devote to ice is nearly impossible.
WardenWolf Apr 1 @ 4:58pm 
All right. I'll post on the Water Mod, then, since it sounds like the problem is there.
MMaster  [author] Apr 1 @ 4:56pm 
As I'm saying all the script does is ask the game: Tell me the Sealevel elevation of this ship controller (cockpit) and the game returns the value that the script shows.

Here is the code:
if (!primaryController.TryGetPlanetElevation(MyPlanetElevation.Sealevel, out seaElevation))
seaElevation = double.NaN;

There is nothing more to it. So there are few options: either the game is wrong about what it is telling in-game scripts, or the weather mod is wrong, or all of it is wrong :D But unfortunately there is nothing I can do about it.
WardenWolf Apr 1 @ 4:51pm 
It doesn't match the Water Mod's own Altitude option, which shows height above sea level.