My mothership jumped like a horse whenever I cast shadow on the solars, trying to dock.... Told someone I need to find a way to stop this Happening...and was told you already solved this. Very cool. Thumbs up.
New to the game and I like to look at others work to learn as many of the possibilities in a game as I can. This is not only a great script but a perfect learning tool for me. Subscribed, Liked, Thanks much
Thanks heaps for your scripts. They make life so much easier. You're awesome! A small suggestion for the "flower" (2 rotors) panels setup... If you add a couple of blocks to offset the panels position relatively to the rotors (move the panels further from the rotors), you get a wider range of motion allowing the rotor to rotate a whole 180 degrees. Also, you won't need the hole in the middle anymore.
I've used this script, both as-intended and in a somewhat different way. The secondary way I use it is as power optimization for rovers, without solar panels. I have them run on battery normally, and the script kicks on the hydrogen engines to recharge them or if power ever goes overload. Since hydrogen engines still consume a certain amount of fuel even when there is zero power draw, this saves a lot of fuel if the rover is just sitting around a lot.
Thank you! With the newest changes to the programmable blocks and that they can run themselves, you don't even need a timer anymore which makes it even simpler ;)
Looks great! It's time to rebuild my solar towers; I've been using Midspace's solar tracker mod, but the towers stop tracking frequently so I think I will give this one a go!
It works on asteroids but with some exceptions : time calculation doesn't work in space because the script has to register nights in order to calculate a virtual time. Because of that, some features like baselight management are not available.. Nevertheless, the alignment is working without any problems..
Hey, first of all, thank you for this video, and the script, it is awesome! I however have a question, is it possible to change the LCDs font size without it changing back everytime the timer block ticks?
The font size is set by the script to fit everything on the LCD. This is necessary because the LCD does not automatically do linebreaks and the text would be cut off. So without digging deeper into the code it is not possible to change that.
this scripts amazing happy it still functions ever other one seems to kicked the bucket as has there developers just would be better if rotors in the game were more stable than they are
Do you have this script in a simple text format? My server isn't letting me access my subscribed scripts so I figure I can just copy and paste the script.
Genius script, bravo. Having an issue with a small (4 panel) array shaking like mad. Tried to turn down torque but script turns it back up. Can I change Float.max value to a number, and if so, do I need to include the unit of measurement? Cheers
I just released a new version of my script like 20 minutes ago.. This should fix shaky panels ;) Update to the newest version 3.5.3 and tell me if that solved your problem..
Works Great. However, can the script be used to track the sun, and during night mode, set the rotor to a specific angle? For example for mainanance reasons or like in my case, the sun gets detected through the ground for 10m before sunrise, resulting the dawn position to be facing the ground.
I removed this feature with the last update in favor of the automatic sunrise detection.. Maybe I can readd this as an optional feature again.. But my time is a bit limited right now.. At the beginning of July I can work something out..
Hi! I've made a T-shaped solar array just like you did in this video in the begining, but my array is only turning around endlessly (horizontal) and the programmable block says "Aligning 1 vertical rotors..". What could the problem be? It doesn't turn my solar panels towards the sun nor towards best possible charging direction.
Errors like these are mostly caused by wrong setups. Timer should run every second, actions should be run the program block and start itself, all rotors that should be used have to be in the group solar rotors and every block involved should have the same owner and be on..
Imagiine your vertical rotor is at the bottom of a big U shape, in the center, and the two horizontal rotors are at the top of the U, on the insides facing each other. Between those two rotors are steel block linking the two rotors into a single grid, and the solar panels fasten to the steel blocks. The two rotors have to work in unison and cannot fight each other :)
Oh, I see... In that case, you should only add one of the horizontal rotors to the rotor group and let the other one rotate freely.. Otherwise they would fight against each other.. My script is designed to let every horizontal rotor search for it's own sweet spot for maximal ouput.. I never tested this setup but I think it could cause problems if both rotors are managed by the script..
Yeah, a small thought further, it would definately cause problems, because the rotors are safety locked if they are in position... So my advise: only add one of the two to the group "Solar Rotors" and everything should be fine
Works 100000000x better with just one rotor on each side and no roation on the tower. You lose a little power if you aren't aligned with the sun, but you also come back to a non-broken base
Ich hätte drei Fragen zu deinen scipts. (Sorry das die Frage so lang und verwirrend sind) 1. Ist es möglich, dass das Script die Rotoren nicht ganz soo oft bewegt? (Hab in meiner Welt eine gigantische Solaranlage gebaut mit 500 Paneelen, und wenn die sich im Sekunden Takt drehen geht einem das ziemlich auf die Nerven... ;) ) 2. Kann es sein dass das Script allgemeinen Probleme hat mit sehr hohen türmen, da dann auch in der Nacht Strom von den Paneelen produziert wird und space engineers es nicht kapiert, dass eigentlich aufgrund des Planeten kein Licht auf dem Solarpanel mehr ankommt? Passiert ab etwa 100m über dem Boden und das Script scheint dann die Tageszeit nicht ermitteln zu können. (Das Script sagt dann nur das die Zeit noch nicht stimmt und es immer noch rechnet) 3. Zu dem Block renaming script: Gibt es eine Möglichkeit die Bearbeitung auf mehrere Schritte zu verteilen ohne jedes Bauteilgruppe einzeln neu benennen zu lassen? Ab einer gewissen Größe sagt der programmable block nämlich Script too complex... :( Aber alles in allem sind die Scripts super und machen space engineers zu einem besseren Spiel danke dafür!
1. Jein.. Kann man im Code verändern, ist nur noch nicht benutzerfreundlich.. Da ich eh gerade an diesem Teil des scripts arbeite, kann ich eine Variable in der config einbauen 2. Das script hat kein Problem. Es nutzt einfach nur die Sonnen- bzw. Lichtmechanik von SE schamlos aus. Ab einer gewissen Höhe können Solarpanele die Sonne durch die Voxel sehen.. Ich kann dagegen nichts tun.. Freu dich eher, dass du rund um die Uhr Sonne hast ;) 3. Wow, du hast es geschafft das Block Renaming Script mit ner too complex exception krachen zu lassen? Respekt! Von SE aus sind 50.000 Instruktionen pro run erlaubt.. Was hast du für eine base? ;)
Der Isy 3) naja vllt hab ich so ein wenig Größenwahn... Aber 50.000 Instruktionen kann es sein das jeglicher rename sowieso mehrere Instruktionen benötigt? Ausserdem: ist es möglich, dass das renaming script alles, was im Namen in [ ] steht ignoriert und einfach wieder an den neuen Namen anhängt? Ist vor allem nützlich, da andere scipts so ihre Anweisungen erhalten und es nicht gerade spaß macht solche Anweisungen neu hinzuschreiben.
Ja natürlich braucht es mehr.. Das script muss ja erst mal checken, welche Blöcke du überhaupt umbenennen willst.. Dazu müssen einige abfragen gemacht werden... Also wenn du das script richtig benutzt, ersetzt es eigentlich nur den von dir gewählten text, z.B.: "Cargo Container [Ore:1000]" soll umbenannt werden in "Mantis Container [Ore: 1000]" und gehen wir mal davon aus, dass du noch mehrere "Cargo Container" hast mit unterschiedlichen Klammern... Der Befehl dafür ist einfach: OLDNAME,NEWNAME also: Cargo Container,Mantis Container Ergebnis: nur die Buchstabenfolge "Cargo Container" wird ersetzt durch "Mantis Container"
maybe next time dont move around so much, you look at the LCD's so we can get a look but keep moving around like theres a flea up your backside ... not good - the script on the other hand is awesome - good work there.
I can't seem to figure out how to get the LCD to work. In the script warnings, it says to rename it to ISA-Main and I've done that; not sure what else to try, tbh. Total dingus with scripts is me. lol
All I had to do was go into the actual code and copy the actual name in the code, then paste it. Currently I think it says IISA-Main instead of ISA-Main; once I did this, the name autochanged and it's working now. :)
@@DanorthxD It was !ISA-main a long time ago (with an exclamation mark at the front), but I removed that.. Capitalization is important, so ISA-main would've been the correct solution..
Could i put this on a piston and build a foldable solar aray? Espiacally if i can make the solar aray go diwn during the night and come up during the day
When you build a back on a multiplayer server with a rotor solar array and you didn't give it enough clearance so when it turns it hit the antenna and explodes in an amazing light show while your offline
I have version 4.1.3 and my LCD panel didn't work, If you have this problem you need to change the LCD name to "!SAS" and NOT "LCD Solar Alignment as stated in this tutorial
I tried but to no avail , their is no edit tab in my programmable block as of 2019 14\4, i have downloaded the script abut have no access to it , doesn`t even show in mods on load edit screen. can you let me wahts going on as i also attempted via splitsie`s vids and was also a failure
I'm receiving an odd error message that says "script was not stopped, but calling script was" or something like that. Deleting and reinstalling the script does not work. Grinding down the programmable block does not work. I moved my original solar array and put new programmable blocks and timers, solar panels, rotors, etc. I also tried loading a battery maintenance script for a planetside station. I cant seem to find one that charges the batteries properly and engages the reactors when batteries get too low. Any idea what is causing this error message?
I can't say anything about this error.. I need the exact error description.. As for the battery maintenance: my script has a built in reactor fallback since the last update that activates reactors if the battery charge gets low or the batteries are overloading... You can enable this in the config section..
Ok. The exact error message is as follows: "Script execution halted temporarily. The combined execution between a calling programmable block and this script became too complex. This script has not been terminated, but the calling script has." This link shows a Steam forum post regarding a similar topic concerning TIM: steamcommunity.com/workshop/filedetails/discussion/546825757/350544272222389058/ Thoughts?
Hmm.. I've never seen this message and I wonder, what other programmable block is calling my script!? Do have any mod installed that changes the programmable blocks? Such as "Control Module - basically key binding for ships"? This mod caused a lot of problems for many scripters by shooting out "script too complex" messages and other random script crashes although the scripts were totally fine...
I think that error message is from the game itself, and not from your script. If you read that forum post I linked, you'll notice that the author of TIM has encountered this issue before. Read this... maybe it will clarify things as I'm sure you know more than I do about this issue.. www.forsomedefinition.com/space-engineers/scripting/understanding-script-is-too-complex/
You don't need to teach me things, I already know and deal with. The script is already split into 5 execution threads to split the load and avoid script too complex errors... Your error has nothing to do with that.. Something is executing my script externally so it's up to you to find the issue in your setup..
just amazing !!! Thanks your very very much :) And i am surprise beauce i m french, and i understand what u said ;) so your script is perfect ans your explication too :) Thank you soooo much !
ok nice i also tryed in creative it works perfectly nice work i think i'm gonna take some other scripts from you thank you very much, making space engineers more cool :)
I feel like this script does not adhere to the UNIX philosophy of doing one thing and doing it well. Sure it might be the best solar alignment script out there, but to get it, I have to get base lighting, lcd screen updating, gyroscoping alignment, etc. - I'd much rather see a bundle of scripts where each did one thing, and did it well, so I can load each part on it's own.
Every part of the script that is not needed or used isn't executed by the script.. And now don't complain about 10 bytes of more used space by the characters..
Der Isy My argument for separation wasn't an argument of performance or memory consumption, but rather an argument of philosophy and software engineering practices.
The problem is that we neither have an automated update routine nor a way to sideload components properly.. So blame keen for not implementing that ;-)
This mod is not downloading on Steam. I have tried everything I know. Unsubscribing, re-subscribing, clearing download cache, verifying integrity of game files, but all that happens is that It seems to be trying to download, but no data is being downloaded.
This is not a mod.. It's a script which only shows up in the programmable block if you browse the workshop there.. No need to activate it via the mods menu on world load..
Sorry, but your not understanding me. It will not download on Steam, so there is no way for me to activate it because it simply is not there. I really have tried everything, and I desperately want to use this script
I think I finally understand how scripts work now. I was expecting when I subscribed that it would download like a mod, but as you did point out your actually downloading it from within the game itself. As you can probably tell I have never used scripts before, so I do apologize for not understanding this, and I would like to thank you for helping me to learn how this part of the game works. This is going to open up a whole new world for me in Space Engineers.
This comment doesn't help at all.. I did what I did on purpose and having a rotor group was a design decision not a necessity. My script also supports every modded panel out there, so test it yourself next time before posting useless comments..
I really like your script, works impeccably. Keep up good work!
Thanks! I'll do my best ;)
You're welcome ;)
The best solar positioning script I've ever seen. Subscribed, in both places. Thank you so much man!
You're welcome ;)
Thank you! That's two in a row ;)
Jesus Christ, your scripts are simply amazing! Please make more :)
Thank you for the time you invest into this, it's humbling!
not only a fantastic script but one of the best tutorial videos I have ever seen, awesome job, subbed and liked in both places.
Thank you very much ;)
My mothership jumped like a horse whenever I cast shadow on the solars, trying to dock.... Told someone I need to find a way to stop this Happening...and was told you already solved this. Very cool. Thumbs up.
New to the game and I like to look at others work to learn as many of the possibilities in a game as I can. This is not only a great script but a perfect learning tool for me. Subscribed, Liked, Thanks much
You're welcome 😉
FREAKING GORGEOUS! Vielen Dank für den super script und das wundervolle tutorial!
Alexander Zavala Gern geschehen ;-)
Thanks heaps for your scripts. They make life so much easier. You're awesome!
A small suggestion for the "flower" (2 rotors) panels setup... If you add a couple of blocks to offset the panels position relatively to the rotors (move the panels further from the rotors), you get a wider range of motion allowing the rotor to rotate a whole 180 degrees. Also, you won't need the hole in the middle anymore.
I've used this script, both as-intended and in a somewhat different way. The secondary way I use it is as power optimization for rovers, without solar panels. I have them run on battery normally, and the script kicks on the hydrogen engines to recharge them or if power ever goes overload. Since hydrogen engines still consume a certain amount of fuel even when there is zero power draw, this saves a lot of fuel if the rover is just sitting around a lot.
Escellent script bud.only just found it by accident and it's sweet. Such a simplicity of use.
Thank you! With the newest changes to the programmable blocks and that they can run themselves, you don't even need a timer anymore which makes it even simpler ;)
you just made my gaming experiance way better, thank you ever so much!
My pleasure ;)
Great tutorial! Even noob like me should be able learn using your script after this. Thanks for this and keep up the good work!
Thanks, I will ;)
Sehr gute Arbeit. Thank You.
I just builded my first ever base. Put up a rotatable solarpanel and thought "i realy have to find a way to automate this thing" xD well lucky me :D
Nice to hear ;-)
Der Isy, fantastic work. Thank you very very much!
Thank you ;-)
Looks great! It's time to rebuild my solar towers; I've been using Midspace's solar tracker mod, but the towers stop tracking frequently so I think I will give this one a go!
Sure ;) Give me a feedback how you like it ;)
Thankyou kindly for the script and the tutorial. Most appreciated
Sure! Much fun!
Nice adea for a great script. I'm definitely gonna subscribe to it on workshop, thank you!
You're welcome!
Thanks for the great script and detailed video!
You're welcome ;-)
Nice work mate, you are ingenious. I would like to see some coding tutorials from you. That would be awesome!
:) keep up the great work.
Thanks! Coding tutorials would be awfully boring.. But I'm going to make some more videos soon..
Tutorials are impossible to screw up
will probably have to add this to my asteroid base, looks like it works exceedingly well
It works on asteroids but with some exceptions : time calculation doesn't work in space because the script has to register nights in order to calculate a virtual time. Because of that, some features like baselight management are not available.. Nevertheless, the alignment is working without any problems..
"Otherwise Mr. Clang will say "Hello!" in a few minutes..."
Annndddd you got a sub.
Coming soon to a world near me. :)
This script ist wonderbar. Can't wait to try it.
Much fun with it ;-)
great script , great tutorial (thumbs up)
Hey, first of all, thank you for this video, and the script, it is awesome! I however have a question, is it possible to change the LCDs font size without it changing back everytime the timer block ticks?
The font size is set by the script to fit everything on the LCD. This is necessary because the LCD does not automatically do linebreaks and the text would be cut off. So without digging deeper into the code it is not possible to change that.
Awesome script! keep up the great work!
Vernelle Kruse Thank you!
Really nice work! Is there a way/argument to set the rotors back to their original position?
Really like this script. It works awesome.
Super Dingen, das! Funktioniert spitze, lest sich gut zum Lernen lesen und schaut auch toll aus auf LCDs.
VERY GOOD, Thanks from Brazil!! :D
thank you for making this script :)
love this script
Nice to hear ;-)
I wouldn't worry about the length of this video. A hair over 29 minutes is pretty short for an SE video.
Thanks! Being on point without being too talky isn't very easy ;-)
this scripts amazing happy it still functions ever other one seems to kicked the bucket as has there developers just would be better if rotors in the game were more stable than they are
danke für dein skript es funktioniert alles wunderbar jetzt kann ich meine Station auf der Erde mit Solar strom betreiben.
;D
So wars gedacht ;) Viel Spaß damit!
Mr. Bulldops I didn't mind the moving but I see where you are coming from.
Fantastic work mate!
Do you have this script in a simple text format? My server isn't letting me access my subscribed scripts so I figure I can just copy and paste the script.
amazing job thank you
Genius script, bravo. Having an issue with a small (4 panel) array shaking like mad. Tried to turn down torque but script turns it back up. Can I change Float.max value to a number, and if so, do I need to include the unit of measurement? Cheers
I just released a new version of my script like 20 minutes ago.. This should fix shaky panels ;) Update to the newest version 3.5.3 and tell me if that solved your problem..
Der Isy It certaintly seems to have sorted it, thankyou good sir, keep up the great work :)
I certainly will ;) Thank you! And nice to hear, that this fixed your problem!
Works Great. However, can the script be used to track the sun, and during night mode, set the rotor to a specific angle? For example for mainanance reasons or like in my case, the sun gets detected through the ground for 10m before sunrise, resulting the dawn position to be facing the ground.
I removed this feature with the last update in favor of the automatic sunrise detection.. Maybe I can readd this as an optional feature again.. But my time is a bit limited right now.. At the beginning of July I can work something out..
Gor this working on my friend's server this is awesome! GJ m8
Thanks, buddy ;-)
any idea why the left or right side of the array keeps repositioning randomly?
what program did you use to script this? it couldn't be manually typed just by looking at the code
The code is minified with visual studio
Hi! I've made a T-shaped solar array just like you did in this video in the begining, but my array is only turning around endlessly (horizontal) and the programmable block says "Aligning 1 vertical rotors..". What could the problem be? It doesn't turn my solar panels towards the sun nor towards best possible charging direction.
Nevermind, it stopped after like 15 mins and is now aligned properly!
Errors like these are mostly caused by wrong setups. Timer should run every second, actions should be run the program block and start itself, all rotors that should be used have to be in the group solar rotors and every block involved should have the same owner and be on..
Looks really cool. I'm assuming if it works with a T configuration that it should also work with a U configuration ?
What is a U cofiguration? A T-shape gone wild?^^
Imagiine your vertical rotor is at the bottom of a big U shape, in the center, and the two horizontal rotors are at the top of the U, on the insides facing each other. Between those two rotors are steel block linking the two rotors into a single grid, and the solar panels fasten to the steel blocks. The two rotors have to work in unison and cannot fight each other :)
steamuserimages-a.akamaihd.net/ugc/777280951071818560/E19CB6D17694F8CB87ECBC95C7307665E3D75E03/
Oh, I see... In that case, you should only add one of the horizontal rotors to the rotor group and let the other one rotate freely.. Otherwise they would fight against each other.. My script is designed to let every horizontal rotor search for it's own sweet spot for maximal ouput.. I never tested this setup but I think it could cause problems if both rotors are managed by the script..
Yeah, a small thought further, it would definately cause problems, because the rotors are safety locked if they are in position... So my advise: only add one of the two to the group "Solar Rotors" and everything should be fine
thank you this is a huuuuuge help
Works 100000000x better with just one rotor on each side and no roation on the tower. You lose a little power if you aren't aligned with the sun, but you also come back to a non-broken base
Thank god, keen fixed the rotors :P And multiplayer... And... Uhm.. Basically nothing at all ;)
Ich hätte drei Fragen zu deinen scipts. (Sorry das die Frage so lang und verwirrend sind)
1. Ist es möglich, dass das Script die Rotoren nicht ganz soo oft bewegt? (Hab in meiner Welt eine gigantische Solaranlage gebaut mit 500 Paneelen, und wenn die sich im Sekunden Takt drehen geht einem das ziemlich auf die Nerven... ;) )
2. Kann es sein dass das Script allgemeinen Probleme hat mit sehr hohen türmen, da dann auch in der Nacht Strom von den Paneelen produziert wird und space engineers es nicht kapiert, dass eigentlich aufgrund des Planeten kein Licht auf dem Solarpanel mehr ankommt? Passiert ab etwa 100m über dem Boden und das Script scheint dann die Tageszeit nicht ermitteln zu können. (Das Script sagt dann nur das die Zeit noch nicht stimmt und es immer noch rechnet)
3. Zu dem Block renaming script:
Gibt es eine Möglichkeit die Bearbeitung auf mehrere Schritte zu verteilen ohne jedes Bauteilgruppe einzeln neu benennen zu lassen? Ab einer gewissen Größe sagt der programmable block nämlich Script too complex... :(
Aber alles in allem sind die Scripts super und machen space engineers zu einem besseren Spiel danke dafür!
1. Jein.. Kann man im Code verändern, ist nur noch nicht benutzerfreundlich.. Da ich eh gerade an diesem Teil des scripts arbeite, kann ich eine Variable in der config einbauen
2. Das script hat kein Problem. Es nutzt einfach nur die Sonnen- bzw. Lichtmechanik von SE schamlos aus. Ab einer gewissen Höhe können Solarpanele die Sonne durch die Voxel sehen.. Ich kann dagegen nichts tun.. Freu dich eher, dass du rund um die Uhr Sonne hast ;)
3. Wow, du hast es geschafft das Block Renaming Script mit ner too complex exception krachen zu lassen? Respekt! Von SE aus sind 50.000 Instruktionen pro run erlaubt.. Was hast du für eine base? ;)
Der Isy 3) naja vllt hab ich so ein wenig Größenwahn... Aber 50.000 Instruktionen kann es sein das jeglicher rename sowieso mehrere Instruktionen benötigt?
Ausserdem: ist es möglich, dass das renaming script alles, was im Namen in [ ] steht ignoriert und einfach wieder an den neuen Namen anhängt? Ist vor allem nützlich, da andere scipts so ihre Anweisungen erhalten und es nicht gerade spaß macht solche Anweisungen neu hinzuschreiben.
Ja natürlich braucht es mehr.. Das script muss ja erst mal checken, welche Blöcke du überhaupt umbenennen willst.. Dazu müssen einige abfragen gemacht werden...
Also wenn du das script richtig benutzt, ersetzt es eigentlich nur den von dir gewählten text, z.B.: "Cargo Container [Ore:1000]" soll umbenannt werden in "Mantis Container [Ore: 1000]" und gehen wir mal davon aus, dass du noch mehrere "Cargo Container" hast mit unterschiedlichen Klammern... Der Befehl dafür ist einfach:
OLDNAME,NEWNAME
also:
Cargo Container,Mantis Container
Ergebnis: nur die Buchstabenfolge "Cargo Container" wird ersetzt durch "Mantis Container"
"no timer required" specified in the steam description.
Maybe fix that if theres been updates.
love it
maybe next time dont move around so much, you look at the LCD's so we can get a look but keep moving around like theres a flea up your backside ... not good - the script on the other hand is awesome - good work there.
I was nervous ;-) But thanks for your comment. I'll try to be more stable in my next video.
I can't seem to figure out how to get the LCD to work. In the script warnings, it says to rename it to ISA-Main and I've done that; not sure what else to try, tbh. Total dingus with scripts is me. lol
All I had to do was go into the actual code and copy the actual name in the code, then paste it. Currently I think it says IISA-Main instead of ISA-Main; once I did this, the name autochanged and it's working now. :)
@@DanorthxD It was !ISA-main a long time ago (with an exclamation mark at the front), but I removed that.. Capitalization is important, so ISA-main would've been the correct solution..
Could i put this on a piston and build a foldable solar aray?
Espiacally if i can make the solar aray go diwn during the night and come up during the day
Yes, should be doable..
Does this work in space too? I want to use it on an orbiting sattelite.
When you build a back on a multiplayer server with a rotor solar array and you didn't give it enough clearance so when it turns it hit the antenna and explodes in an amazing light show while your offline
+1 subscriber, great script :)
adamsrealm Thank you!
I have version 4.1.3 and my LCD panel didn't work, If you have this problem you need to change the LCD name to "!SAS" and NOT "LCD Solar Alignment as stated in this tutorial
... Because this tutorial is old.. Always check the steam guide for the latest instructions:
steamcommunity.com/sharedfiles/filedetails/?id=1253023726
I tried but to no avail , their is no edit tab in my programmable block as of 2019 14\4, i have downloaded the script abut have no access to it , doesn`t even show in mods on load edit screen.
can you let me wahts going on as i also attempted via splitsie`s vids and was also a failure
ua-cam.com/video/NkhZ7BbYgvc/v-deo.html
Nice
Thanks
On planets I always come back to a bugged/broken tower. In gravity it just rips itself apart while I'm at my orbital station. Fun times.
I'm receiving an odd error message that says "script was not stopped, but calling script was" or something like that.
Deleting and reinstalling the script does not work. Grinding down the programmable block does not work.
I moved my original solar array and put new programmable blocks and timers, solar panels, rotors, etc. I also tried loading a battery maintenance script for a planetside station. I cant seem to find one that charges the batteries properly and engages the reactors when batteries get too low.
Any idea what is causing this error message?
I can't say anything about this error.. I need the exact error description.. As for the battery maintenance: my script has a built in reactor fallback since the last update that activates reactors if the battery charge gets low or the batteries are overloading... You can enable this in the config section..
Ok. The exact error message is as follows:
"Script execution halted temporarily. The combined execution between a calling programmable block and this script became too complex. This script has not been terminated, but the calling script has."
This link shows a Steam forum post regarding a similar topic concerning TIM: steamcommunity.com/workshop/filedetails/discussion/546825757/350544272222389058/
Thoughts?
Hmm.. I've never seen this message and I wonder, what other programmable block is calling my script!? Do have any mod installed that changes the programmable blocks? Such as "Control Module - basically key binding for ships"? This mod caused a lot of problems for many scripters by shooting out "script too complex" messages and other random script crashes although the scripts were totally fine...
I think that error message is from the game itself, and not from your script.
If you read that forum post I linked, you'll notice that the author of TIM has encountered this issue before.
Read this... maybe it will clarify things as I'm sure you know more than I do about this issue.. www.forsomedefinition.com/space-engineers/scripting/understanding-script-is-too-complex/
You don't need to teach me things, I already know and deal with. The script is already split into 5 execution threads to split the load and avoid script too complex errors... Your error has nothing to do with that.. Something is executing my script externally so it's up to you to find the issue in your setup..
just amazing !!! Thanks your very very much :) And i am surprise beauce i m french, and i understand what u said ;) so your script is perfect ans your explication too :) Thank you soooo much !
De rien! ;-)
You German is magnificent :)
I tried my best but explaning in a non native language is really difficult ;) So, sorry for my germenglish :P
Can you make a simpler tutorial your doing like 50 different thing with led when am just trying to make an automatic solar panel
Like I don't know where to stop to do the groups and the rotors and you stuff
No solar panels or oxygen farms found?
No solar panels or oxygen farms found!
Does this work with small grids?
Yes, it does, but if you build it on a moving platform, the location time won't be accurate.. Otherwise everything works fine.
Der Isy Thank you
does this script also work in space? and no only on a planet?
Yes! Only the time calculation doesn't work in space because the script needs night time (no solar output) to calculate it.
ok nice i also tryed in creative it works perfectly nice work i think i'm gonna take some other scripts from you thank you very much, making space engineers more cool :)
My pleasure ;)
I feel like this script does not adhere to the UNIX philosophy of doing one thing and doing it well. Sure it might be the best solar alignment script out there, but to get it, I have to get base lighting, lcd screen updating, gyroscoping alignment, etc. - I'd much rather see a bundle of scripts where each did one thing, and did it well, so I can load each part on it's own.
Every part of the script that is not needed or used isn't executed by the script.. And now don't complain about 10 bytes of more used space by the characters..
Der Isy My argument for separation wasn't an argument of performance or memory consumption, but rather an argument of philosophy and software engineering practices.
The problem is that we neither have an automated update routine nor a way to sideload components properly.. So blame keen for not implementing that ;-)
mine says no solar panels found what do i do??
I've got the same issue, still looking for the fix.
Make sure you group your rotors with the name Solar Rotors I misspelled one of the words and that was my problem. Great script!@!!
It's not working?
This mod is not downloading on Steam. I have tried everything I know. Unsubscribing, re-subscribing, clearing download cache, verifying integrity of game files, but all that happens is that It seems to be trying to download, but no data is being downloaded.
This is not a mod.. It's a script which only shows up in the programmable block if you browse the workshop there.. No need to activate it via the mods menu on world load..
I know it's not a mod, and I cannot activate it because it is not showing up in the menu on the world load. It simply will not download.
Shaun Broderick 2:05
Sorry, but your not understanding me. It will not download on Steam, so there is no way for me to activate it because it simply is not there. I really have tried everything, and I desperately want to use this script
I think I finally understand how scripts work now. I was expecting when I subscribed that it would download like a mod, but as you did point out your actually downloading it from within the game itself. As you can probably tell I have never used scripts before, so I do apologize for not understanding this, and I would like to thank you for helping me to learn how this part of the game works. This is going to open up a whole new world for me in Space Engineers.
Hi. kannst du die Anleitung auch auf Deutsch machen dann versteht man es besser :D
someone made a script that works automatically. i think its called txc solar alignment. it dose not need any block nameing
it also works with mods
This comment doesn't help at all.. I did what I did on purpose and having a rotor group was a design decision not a necessity. My script also supports every modded panel out there, so test it yourself next time before posting useless comments..
oh sry, i did not understand
awesome
Makarov Fox thanks!