STEAM GROUP
MMaster's News MMNews
STEAM GROUP
MMaster's News MMNews
11
IN-GAME
74
ONLINE
Founded
24 March, 2015
Language
English
56 Comments
.din.grogu. 1 Nov, 2022 @ 2:08pm 
MMaster. I was wondering how to set a different screen inside vanilla cockpits to be used by the LCD Script. Any ideas?
MMaster 5 Sep, 2020 @ 12:28pm 
@mako I can't see your tweet, I'm either blind or you tweeted at someone else :) Anyway - Sure. Go ahead and do it! I can't provide support for the xbox version, but I will be happy if someone else can do it :) Thank you!
Mako 5 Sep, 2020 @ 12:14pm 
MMaster. I am beta testing Space Engineers for XBOX on Dedicated Servers, which allow for scripts to be used. Would you be alright with me posting some of your scripts from Steam to Mod.io for XBOX users? I would credit you of course. I already secured Isy's permission to copy a few over there. Here is one of the ones I moved, so you can see how it is linked back to Steam Workshop and properly credited. https://spaceengineers.mod.io/isys-inventory-manager-from-steam

Alternately, happy to have you upload them yourself. Either way, it would be super if XBOX users could take advantage of some of your awesome scripts.

Also tweeted at you. =)
Thnx
MMaster 26 Aug, 2019 @ 3:09am 
Hydrogen Engines are supported in Power command since they were first added several months ago.
Amrune 26 Aug, 2019 @ 12:09am 
your going to need to update for DLC's hydrogen Engine for your power command.
lengchen 18 Mar, 2019 @ 5:46am 
An amazing work!
I an a fan of Space Engineers from China, and there is a group of allegiant players and moders in China. most of the subscribers give their appreciation and recommendation to others.
Thanks to your work ,I have translated the script into Chinese and it works well in game. For more Chinese subscribers,would you mind if I publish it on the steamcommunity? I will make you as contributor and take care of the translation all through.
A friend request has sent to you and I fondly anticipate your replay
Trumposo 27 Sep, 2018 @ 3:25pm 
I have translated your Script into Spanish.
The translation of Makarov Fox gives errors and is not updated.
If it bothers you that it has been published, ask for it and I delete it.
Thank you
B4dP2o 15 Feb, 2018 @ 3:14am 
Hey. I have a question about Automatic LCDs 2. Is it posible to use a custom lcd with different size?
CDR.Kitten 4 Mar, 2017 @ 3:35pm 
Hey, so, I've been using Airlock Control for a bit, and the tutorial video is a tiny bit dated. Not sure if Morph plans to make a new one or not. I tried doing it the old way and doesn't work for me anymore, but, the new way works amazingly :P Anyway, I made a tutorial video on how to do the new way. It might not be warrented or anything but, I felt just in case people can't read or don't want to read, they can see a tutorial about it! ^^ https://youtu.be/z0Aaqm8Vo44 Hope that's ok >.<
MMaster 26 Feb, 2017 @ 5:22pm 
@Bugi sorry, but german translation is already done by JD.Horx. Link to it is on main script page as well as in the guide. Thanks so much for your effort tho!
PhilMcrackin 26 Feb, 2017 @ 5:10pm 
Hey i got the German translation of your display mod please mail meee !!!!
CDR.Kitten 20 Feb, 2017 @ 5:39am 
XD yeah I completely understand. Thank you! o/ have a good day/night. ^^
MMaster 20 Feb, 2017 @ 5:17am 
Its important to understand difference between in-game script and script inside mod. Script inside mod can do whatever it wants without power / without anything. You can code it to do what you want it to do, its not limited by game rules .. just by the restrictions of ModAPI. Just to be clear - I definitely won't do script like that as I don't have time for it (and I don't really need something like that :) ) I never used cyber warfare mod so I've got no idea what it does. And I've got no idea what do you mean by 'hand held version' maybe because I've got no idea what the mod does :) It would be best to ask author of the mod as I'm definitely (and hopefully understandably) not going to research what that mod does and how it does it :P Soorrryy :)
CDR.Kitten 20 Feb, 2017 @ 4:46am 
Yeah I was hoping for a built in script. Thanks for responding xD I've had a few ideas but some I don't think it's podsible. Four last questions if you don't mind. So it's possible to choose specificly what to shut down, or not shut down.... or would it shut everything Down?

And it could be turned back on with the same script after a delay? (Would it work if say power was shut down?

And lastly, I don't suppose a hand held version of the cyber warfare mod is something we can do yet? :p. Anyway thanks for answering my barrage of questions. I've got like 0 experience coding and I figured who better to ask than you :p
MMaster 18 Feb, 2017 @ 7:18am 
But if you are looking for built in function of modded weapon. That can be done too with modding API.
MMaster 18 Feb, 2017 @ 7:04am 
It's definitely possible to make script that shuts everything off. You can also make the same with simple series of timer blocks where you will setup actions for each block that you want to turn on / off. You just have to fire weapons using the programmable block / timer block instead of directly. So: first action of timer block is to fire weapon, second, third etc action is to turn off some group of blocks and last action starts another timer block that will turn the group on again after some time.
CDR.Kitten 18 Feb, 2017 @ 6:42am 
Hey, so, I was wondering if, it's possible to make some script functions part of a gun. Let me elaborate, I am hoping to, if possible, try to get someone to make a weapon like the main cannon of Excalibur from Babylon 5. Where, it's extremely powerful, but firing it causes a shipwide power outage, shutting everything except oxygen functions and antennas down. And after a "cooldown" the ship restarts the other systems. What are your guy's thoughts on that?
Dragniiir 13 Jan, 2017 @ 11:45am 
ok sure i'll try them, thanks much for your fast answer :)

Is sound bloc and light necessary to make Oxygen lockdown script work?
MMaster 12 Jan, 2017 @ 9:18am 
@MADhorseKD you need to know the subtype id of the item you want to show. There is no way to get that in-game unfortunately. Maker of the mod may give you list of subtype ids of items of his mod tho and then you just use them in inventory like other items eg: 'Inventory * +moddeditemid'
@dragonnes96 in other words you are looking for script that will close the doors when there is a leak in room (it does not need to be based on LCD output). You can take a look at my Oxygen Lockdown script (which should do what you ask and even more) or Airlock Control script. I'm not sure if they still work tho I will have to look into them (I didn't have too much time recently). Other than that I don't really know any other script like that.
Dragniiir 12 Jan, 2017 @ 6:04am 
Hi, I'm currently trying to fing an easy program that enable to close the door on the same room than a LCD panel that show presurization. As far as i find they are only ultra spécific script that require a dirty comprehension of use (https://www.youtube.com/watch?v=t7LovBc7670)

i know a bit about python script but it doesn't work so i require some help

The idea i had was :

A LCD (with programal block and timer) shows air vent state in it's room
If the LCD shows that airvent detect leak, it activate a second programal block that close the doors of the room

Thanks in advance :)
ps : relay good script you did and that's why i'm turning to you for help
MADhorseKD 8 Jan, 2017 @ 8:35am 
Is there a way to only show certain modded items in your ships inventory? like Arc fuel or modded ammo? Or a rule we can add to the script with a fill in blank? Just curious :) it would really help our crew out.

Additionally, could we show our max jump drive distance/charge along with individuals?
(im a programmer by education, but haven't touched C# so far, i may need to look into it)
MMaster 16 Dec, 2016 @ 12:26pm 
Hey. Pretty much nothing changed about the script apart from Private Text and Private Title no longer being available. So the script now uses Custom Data instead of Private Text, but thats basically the only difference. Everything works for me and other people so problem is somewhere else :)
Artemin 16 Dec, 2016 @ 10:41am 
Hey MMaster, really great work on that script. After some startup issues with typos and stupidity i finally got it working. Really apprechiated!

But BETA made weird things with it - it works in older savegames IIRC but I for hell can
t get it to work on a newly launched "Star System" game. *goesbacktotroubleshooting*
MMaster 14 May, 2016 @ 1:00am 
Hi. Always happy to hear that people love it .. thats why I do it :) Enjoy
RaZOO 13 May, 2016 @ 5:23am 
Hey MMaster

Thanks for all the hard work on the script Configurable Automatic LCDs

Just love it.

RaZOO
MMaster 5 Apr, 2016 @ 12:36pm 
Hey. I recommend commenting on the respective script page as I don't know about which script you talk about :) Anyway check out the guide troubleshooting section. It is explained there.
Noah83 5 Apr, 2016 @ 12:34pm 
Hey i have a problem : "Script execution terminated, script is too complex. Please edit and rebuild script."
MMaster 16 Dec, 2015 @ 12:12am 
Welcome on board!
Chloe 15 Dec, 2015 @ 5:20pm 
Hi there, didn't know you had a group for this until i read it in the comments of your awesome script... new mwmber on board :D
MMaster 22 Nov, 2015 @ 6:01am 
@Dakroth I guess it should be possible to do it with in-game script but I'm not really sure. I don't know any such script. I would recommend asking on Keen forums in-game script section.
Dakroth 21 Nov, 2015 @ 10:15am 
So, gyroscopes. In the game, as we know, they allow you to roll pitch and yaw your vehicle and stop you from spinning uncontrollably. They do not, however, force your ship to maintain a particular orientation as they do in real life applications such as helping keep large naval ships upright in rough water. So now my question: Do you think it would be possible (or know of a script that can) somehow utilize gyroscopes to force a ship to retain or return to a certain attitude? I imagine it would probably look something like Whip's Missile Guidance script... What do you think?
Dakroth 21 Nov, 2015 @ 10:15am 
MM, got a question for ya. I was thinking about gyroscopes a little bit ago in relation to an atmospheric drill craft I'm building, and I had a thought. I frequently have the issue wherein as I am boring down a tunnel, my ship bounces around such that it rolls slightly this way and that, with the effect being that backing out is a real project since the tunnel is twisted and my craft tend to drill rectangular holes.
gripenblau 27 Aug, 2015 @ 7:25pm 
sory for bad einglis hey if anyone here on staem it is you mister Mmaster who can wright a script that allows one to have sound blocks and play multiple audio from sama blocks. Sincerely Gripenblau
Professor Nipples 23 Aug, 2015 @ 4:40pm 
MM- Thanks for keeping at the script, every update is fantastic. I was wondering, for public security if there was a way to see "who" accessed something last? Long shot...but you the man ;)
The Legacy 16 Aug, 2015 @ 12:43pm 
Hi there, MMaster! I was curious as to whether you do source code changes / submissions?
MMaster 9 Aug, 2015 @ 3:53am 
also you can try lowering gravity which should also help.
MMaster 9 Aug, 2015 @ 3:40am 
I believe it is related to the size of your project - when the game engine is overloaded it can skip some physics steps and the body will fall through. The only fix would be to slow down the elevators and that would be too slow and it would still happen to people with larger ships. Sorry I can't help more :/
Hootmon_Y_Knot 7 Aug, 2015 @ 5:18pm 
Your glass personal elevator mod is the greatest! I have been using them in projects for a month or so with no problems.

Recently with patch 1.094 while working on a rather large project (11,000 blocks +) my spacemen fall through the elevator floor when going up in the elevator when they are just past the halfway point. Riding down shows no problems. This is happening with elevators with the height of 7 or more. I checked and elevators with 3 to 4 heights, in smaller projects and they still work just fine.

Not sure if this is an issue with your mod or just my computer running out of steam on this large project, but I would appreciate knowing if anyone else has reported something like this.

Thanks!
MMaster 26 Jun, 2015 @ 6:13pm 
@the_educater I read your questions when I can no need to open discussion to ask same question that you asked here. As far as I know only you can change your GPS waypoints and autopilot can use only those waypoints.
the_educater 24 Jun, 2015 @ 5:21pm 
hey MMaster i have a briliant idea for a new script, what we need is a script to link a beacon to a set of gps points. so that when the beacon is moved the gps cordinates remain in the same reletive space. this would allow people to make large ship that can move around with out screwing up thier autopilot controled drone docking bays
-I have no idea how tho make scripts :(
MarcusRetaken 15 Jun, 2015 @ 9:37am 
Thanks for the awesome LCD and Damage scripts! Great work! Here's a little something I just finished - http://steamproxy.net/sharedfiles/filedetails/?id=461657267 ... And here's a Factory ship I am currently working on - http://steamproxy.net/sharedfiles/filedetails/?id=457919148 ... Your scripts have made both of them so much more than they would have been otherwise! Thanks again!
MMaster 15 May, 2015 @ 12:55pm 
Already posted several fixes for keen to put into core game like:
- fix for button panel markers not hiding sometimes
- fix for projector block not updating details text
- fix for groups of different sized doors / elevators / bridges to have open/close actions
- direct access to power properties of reactor, solar & battery from programmable block
Mista' Scoopz 14 May, 2015 @ 1:32pm 
Any big plans with the new VRAGE source? Can only imagine the possiblities...
Ghostie32 6 May, 2015 @ 12:33pm 
Hi thanks for the info and no worries i just wondered
MMaster 1 May, 2015 @ 6:26am 
It is possible, but to be honest I don't think it would look good as the texture on gates needs to be seamless. It may be done, but I'm not sure about doing it sorry.
Ghostie32 25 Apr, 2015 @ 4:52am 
Hi loving you mods the Armor Gate and you scripts are so Helpful,the Medium Medbay is awesome the size and shape feels and looks better ,but i wonder is it possible to make the texture on the Armor Gates the same as the asteroids stone texture ,i only ask as it would be great to make my Asteroids base with Armor Gates blend in so know one could see my Entrance to my base ,keep up the good work and Thanks again for your time :)
MMaster 11 Apr, 2015 @ 11:10am 
I released another Space Engineers mod today: Medium Medbay - http://steamproxy.net/sharedfiles/filedetails/?id=423346486
MMaster 10 Apr, 2015 @ 10:29pm 
check it out - my new Automatic Oxygen Lockdown in-game script: http://steamproxy.net/sharedfiles/filedetails/?id=419465037
MMaster 10 Apr, 2015 @ 3:33pm 
Something is coming very soon... ;) I was working on another automatic script and I'm sure many of you will like it! Stay tuned!
Kchorniy 5 Apr, 2015 @ 8:44am 
I apologise for the annoying question! I simply read the guide and it helped. It said: "If you see some of the LCDs offline all the time maybe this will help you:
pswartzell wrote:
I have also found that changing the graphics settings to one step below Extreme and turning off Render Interpolation fixed this for me. My LCDs always said "offline" until I did this. They have been working flawlessly since."