![]() ![]() It provides access to all blocks connected to the same in-game grid as the programmable block being used. Don't forget to look at the section "Using LCD screens" for more info!Īll interaction with in-game blocks has to take place through the GridTerminalSystem interface.Text displayed this way will be visible by anyone on the server. The optional 'append' parameter can be set to true to append the string to the end of the current content rather than overwriting. WriteText(string value, bool append=false) - This function sets the text for a screen to the string specified by the value parameter.It includes functionality to format and display text or icons on a screen, such as: IMyTextSurface - Definition for all LCD screens.IsQueueEmpty - Boolean showing whether items are currently in the queue.IsProducing - Boolean showing whether the block is currently processing something or not.It defines useful interfaces for these blocks, including: IMyProductionBlock - This is the class definition for all blocks which produce items (e.g.Mostly includes generic functionality for checking ownership, naming, show on HUD etc. IMyTerminalBlock - As already mentioned, forms the base class from which all other block definitions inherit, either directly or through multiple layers of the hierarchy.The main block classes worth mentioning are: There are a number of classes used to represent various kinds of blocks, with different public methods and properties.įor example, a Refinery is represented by the IMyRefinery object which includes specialised functions like IsProducing() and NextItemInQueue(), but also inherits generic functions and properties like 'CustomName' from IMyTerminalBlock. It is considered good practice to assign blocks to variables only in the Program() method.Īll blocks are subclasses of the IMyTerminalBlock class. To interact with a block, it has to be read into a local variable as an object. You'll also get helpful responses from the #programmable-block channel in Keen’s discord server. An IDE has features that help you orient yourself in the API: For example, if you are looking for "o2/h2 generator", typing IMyOxygen… in the IDE’s editor shows IMyOxygenGenerator, and it then reminds you that object is obsolete and to use IMyGasGenerator. Many blocks have been renamed over time, and their C# objects still have the old names. Main() will hold most of the functionality for the script.īookmark the Quick Introduction to Space Engineers Ingame Scripts. This is the only method that is mandatory for the script to run. ![]() Main() - Runs every time the script is executed by the player.Save() - Executed once at the end of a session, useful in case you need the script to save its state.Executed once at the start, after the script has been compiled. Program() - Serves as a constructor to intialise objects.On first opening the code editor inside it, you will see 3 empty methods already in place: Point it to the SE API doc to get in-editor help. ![]() It’s very helpful to install and set up an Integrated Development Environment (IDE) for C#, specifically, many SE developers use. On Xbox, Scripts are disallowed by Microsoft. And each saved game runs scripts only if its World Settings allow in-game scripts. Space Engineers runs scripts only if Experimental mode is enabled. When searching the Workshop, select the filter “Type: IngameScript” (not “Mod category: Script”)! This guide is about writing your own scripts, but be aware that PC users can alternatively also subscribe to scripts in the Steam Workshop, and load them into the programmable block.
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