![]() Good luck fellow Spacefarers and happy Engineering!įeb 2nd 2017 - The Stable and Dev versions of the programmable block are now the same.Space Engineers is a science-fiction survival and building game. If you are still having trouble after referring to the guide then ask your questions in the "Questions on Use" discussion below or in the discussion you will find below the guide. I have written up a detailed guide for set up and all available functionality here: And maybe some other stuff that I can't remember right now, this thing has gotten pretty big!.Edit the LCD code as the programmable block is running it for run time testing/experimenting.Assign simple algebra equations to variables.View debug info of a non functioning automation in the detailed info of the Programming block.Reset the Easy Automation system in case of a systems failure.Run other programs with arguments you define in your program.Create and destroy specialized groups as well as use the games built in groups (the built in groups can't be created, destroyed or modified with this system).Modify block names (Especially useful when interacting with other tech such as Digi's Control Module). ![]() ![]() Write to the core LCD the actions and properties of a block you may want to manipulate.Write current values of blocks to LCD's (such as a pistons "Current position").Create complex logic which will govern how your automation’s react to different situations.Rotate a rotor to a desired angle at a desired speed.Take a Value from one block and apply it to another.Stop an Automation until a desired situation happens and then resume.Manipulate the Sliders and Actions of every block.The Easy Automation V2.0 script will allow you to: Much has changed since the previous version which is why I am releasing this as a new item on the workshop. Welcome fellow space engineers, to the Easy Automation InGame Script V2.0 removed an old cast to LCD that was preventing the custom data of all blocks from being used when referencing other CodeBlocks.Ĭurrent Version from this subscription = 2.052 Added special case for obtaining the connected status of a connector. To get the % of the projection that is finished use "Build progress% of Projector" To get the number of blocks finished use "Build progress of Projector" Added the ability obtain the amount of blocks that have been completed in a projection as well as the percentage a projection is finished. Changed floats to doubles for the ability to do math with larger numbers. Fixed issue where the last character in a value taken from the detailed info would not be included. Modified how EA handles filled of gas tanks, it now returns a ratio. If you do, you will need fix your variable code and recompile the programmable block to get it working again. This will create an infinite loop and will lock up the programming block. Math in the Variables code block can now use other variables.ĭo not attempt to put the variable into it's own Math function. thanks to Survival Ready for the bug find. This works in the same way that Named Groups work when referencing other blocks.Īdded ability for Variables to reference other Variables in text (useful for passing a compiled variable as a run argument for a Programmable block)Īdded a Closing round bracket to the list of ending characters for variable v in InsertVars method on line 1694 so it could recognize the end of the variable name that is at the end of enclosing brackets.ĬustomWrite, CustomWriteNew, CustomWriteLine, and CustomClear now work with all blocks that have a terminal interface, not just LCDsįixed bug where having a * as the first character in a write statement's write text would confuse the parser into thinking it was the instruction for a Dynamic variable pointer.Īdded a missing bit of logic to combine multi word component names before a != operator into a single token. Multiple LCD's can now be named as the debug LCD and all will show the debug info. As a result the "Show Properties" and "Show Actions" statements now require a debug LCD to be shown. Added the ability have EA2 code in the Custom Data field of any block, not just LCD's. Rotors should now be functioning correctly and be able to rotate counter clockwise once again.Īdded the ability to use negative angles with rotors and hinges (to account for using hinges that have negative lower limits) with the Rotate and ShortRotate statements. Addressed Keen's change to how rotors deal with being out of the set limit range. You can't use Rename if your block name contains a \ Added ability for Rename statement to use variables like the Write statements do. Timer Block no longer needed as of V2.035
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