Space Engineers

Space Engineers

Automatic LCDs 2
2,744 Comments
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.
MMaster  [author] Apr 1 @ 4:40pm 
The script just returns what the game says - it doesn't have its own way of figuring out that altitude so if its true - well .. that's how it is :)
WardenWolf Apr 1 @ 12:51pm 
Just an FYI, AltitudeSea is returning inaccurate data, showing numbers higher than the regular altitude above ground when flying over water.
Leconite Mar 30 @ 12:26pm 
You may need to put the asterisk inside of these {}.

I can verify that this works as intended with custom labels.
CargoAll {C:*} {Ship:}
CargoP {C:*} {Cargo System:}
Swann Mar 26 @ 12:06pm 
Is anyone else having trouble with the custom labels argument?
This command doesn't seem to work:
Cargo * {Stuff:}
It always displays with a label of "Cargo Used:" instead of whatever I put in the braces.
variantschema Feb 27 @ 12:54pm 
Is there a way for AL2 to display local weather, or am I stuck dedicating a screen to the vanilla app? Sorry if this has been asked and answered.
PallyDanaRama Feb 22 @ 7:44pm 
I'm trying to make a panel show whether a piston is extended or retracted, and I learned that:

"PropsFloat {Piston Status} {Velocity}"

will print a positive or negative number, which is effectively all I need. I used:

"PropsFloat {Piston Status} {Velocity}
echo
echo
echo 1 = Extended / -1 = Retracted"

...to give a key, but I was wondering if there's a way to make it automatically replace "1" with the word "Extended" and "-1" with the word "Retracted"
Overseer BigD|ckDave Feb 14 @ 11:24pm 
Bumping @Vlads comment,
I use drill system with pistons. when i use a lot of them the value that is used is .002,
id love to be able to see more values like this? or atleast a way to shift the value from whole numbers.
Gromit Feb 10 @ 8:56am 
@ShiroTheSane: try this one:
Inventory * +all -component -tool -ammo

Hope this helps :se:
ShiroTheSane Feb 9 @ 2:49pm 
@Gromit I don't think I need to specify a container when its for the whole grid? I actually tried a few variants of commands but the common gist of it was this: Inventory * +all -components, tools, ammo. None of the arguments seem to be registering no matter how I lay them out and I'm now confused as shit, because I know I've done this before somehow
Gromit Feb 9 @ 2:33pm 
@ShiroTheSane: I presume you forgot to specify the container. What's the command you entered?
ShiroTheSane Feb 9 @ 2:22pm 
Hey can someone tell me how to set up an LCD to show only ingots/ only components and also help me figure out why everything is showing up zero values even though I have resources? Because I genuinely can't remember how I did it in the past and reading the guide isn't helping me this time round
Leconite Feb 5 @ 5:27am 
The PropFloat command may help you with that.
You may also want to check out the details command.
PurpleHaze Feb 3 @ 12:57pm 
Is it possible to somehow show the Set Distance for Jump Drive?
Leconite Jan 25 @ 9:34am 
AutoLCD's actually plays nice regarding it's resource usage; so it shouldn't break other scripts.
It doesn't try to update all of it's displays at once.

I've seen other scripts "FSD" collapse under their own weight, with less than 50 screens as they try to update all displays at once.
Bloodboy_666 Jan 25 @ 7:48am 
Do these scripts break other scripts?
If so, is there a solution for this?
o/ ty
Gromit Jan 17 @ 7:46am 
@Dungeon Master: this (excellent) script does not affect the font size. It's a setting you have to define per text panel or LCD.
Hope this helps :se:
Dungeon Master Jan 17 @ 5:28am 
Hi, loving your script but found that if I use the Corner LCD's the font is far too small to read
https://imgur.com/a/thNLIhN
is it possible to resize the fonts on individual screens?

Thanks
Leconite Jan 2 @ 3:55am 
Oh, that could be interesting, maybe a global setting. :-)
Grog Jan 1 @ 6:58am 
Happy new year ! :se:
Thanks for the awesome script and the Christmas update ! :steamhappy:

Got an idea of an additional (maybe complicated?) feature for the new year : possible to limit label length ?
(so if long label, still display the quantity, without having to change text size)
Like:

@AutoLCD 3
//Limit the labels items for this screen to the first 10 characters
LabelCharMax 10
//Thus all ammo with insane long name are truncated to 10 characters and still have space for quantity display
InventoryX {T:*} ammo
...
Leconite Dec 27, 2024 @ 12:24pm 
Assault cannon turrets are of type missileturret
Leconite Dec 27, 2024 @ 12:19pm 
Fixed Weapons
Autocannon type is gatlinggun
Assault Cannon type is launcher
Firebrand Dec 27, 2024 @ 9:42am 
What is the assault cannon turret and Rail gun reference? I'm trying to show my enabled weapons but for some reason I can't find the right wording for them all, for assault cannons it always shows my assemblers.

Love this script! Thanks for all the work!
Michael Abrasax Dec 26, 2024 @ 3:27pm 
You are right, the displays are not updated. I did not think that I could test it easily by displaying time, disabling the display and looking at contents with 'Edit text' in terminal. On disabled displays the time is not updated.
Leconite Dec 23, 2024 @ 2:54am 
I don't think it does, when I turn on the displays in my ship's ESR ( Emergency Situation Room ) the displays controlled by autolcds contain old data from when they were turned on last, which could have been days ago.

Also, on game load, a display in my bridge controlled by a cascade Autolcds displays the contents of the ESR status screen, which is off, while the rests of the displays controlled by it display the boot of the primary autolcds.
Michael Abrasax Dec 22, 2024 @ 1:46pm 
MMaster I'd assume that the script does not waste time on parsing commands and updating LCDs which are disabled but better ask for sure?
MMaster  [author] Dec 18, 2024 @ 2:09pm 
Also just fyi - most of the work of this update was on the performance improvements and the results were clearly visible to me even in example world. The script now seems much more responsive while being even more performance friendly than it was before (it uses just ~69 us out of theoretical 16000us that fit in single tick on grid with ~40 LCDs and >200 commands).

It probably still won't prevent script limiter plugins on servers from killing it since its really large script and game's just-in-time compilation causes spikes when the code is being compiled as its running it so until every part of the code has been run at least once there may be small spikes (on large servers you won't notice it in single player).
MMaster  [author] Dec 18, 2024 @ 2:06pm 
You are very welcome :)

Technically it's 8 years since this script was released, but since its "just an upgrade" of original Configurable Automatic LCDs I always considered the original release date of 15.3.2015 (iirc) as anniversary - yeah in 3 months it will be 10 years :)

I'm curious what use cases you will have for the PropFloat command, it's just very basic version that just displays the value (originally I wanted to include ability to include min/max and have progress bars, ability to multiply the value, etc, but I never got to do it so this is at least something :) Unfortunately I was not able to find most requested properties like current position of piston or rotor, but well it is what is is.

Have fun with it and enjoy holiday :)
Gromit Dec 18, 2024 @ 1:59pm 
Thank you MMaster for the update :selike:
Leconite Dec 18, 2024 @ 1:42pm 
Agreed! :-)
So this could be called the 8 year anniversary edition of Automatic LCDs 2.
Kham Dec 18, 2024 @ 1:35pm 
A very welcome surprise update! Will need to go have a play around with the new command.
Merry Christmas MMaster :)
MMaster  [author] Dec 18, 2024 @ 1:06pm 
UPDATE v2.0200:
- PropFloat command to display values of float properties (more info in guide)
- Many changes to improve performance of the script
- You may notice the script is now more responsive eg on scrolling
- Improved startup performance & internal scheduling
- Startup may take longer on larger grids than before
- PowerSummary now allows override of text, PowerStoredBar allows for custom text

Bugfixes: Fix same construct filtering for functionality relying on block types
- Fix Tanks command using different percent rounding than TanksP
- Add support for clang cola, cosmic coffee, flare gun, flare clip
- Fixed weird InvListX value text misalignment

MERRY CHRISTMAS!


And as always .. I hope you will enjoy! :)
Leconite Dec 9, 2024 @ 7:33am 
It would be cool if steam allowed us to nominate workshop items for the steam awards.
I would definitely nominate this one.
Arcturus Dec 6, 2024 @ 11:19am 
Dang. Thanks for the heads up NMaster. Its an amazing script, and I'm going to keep using it. Actually battery storage and remaining time work fine, its just that one aspect of how much the solar panels are outputting that's an issue.
Leconite Dec 6, 2024 @ 11:14am 
Thanks for the insight @MMaster. Unfortunately, we don't always realize it when the API doesn't give you access to things.
Clearly, it's impossible work with what you don't have.

Definitely enjoy using this script. :-)
MMaster  [author] Dec 6, 2024 @ 11:05am 
That is not intentional design choice of the script and if it was viable it would definitely show the actual maximum of solar panels.
Unfortunately I just have to repeat the usual "script just shows what the game tells it" it has no access to any other maximum power of solar panels than the one it shows.
The only way to implement it would be to manually list all the maximum power values for all the solar panels in the script including possible modded ones which as you may imagine is not viable :)
Leconite Dec 6, 2024 @ 10:52am 
Now that would be cool, it already does that with the H2 engines and reactors.