Source-checkedTechnology & automation

Easy Automation V2.0

by Coren · for Space Engineers

Current Version from this subscription = 2.055 Also check out my first Space Engineers Mod: Easy Access Programmable Block Controls https://steamcommunity.com/sharedfiles/filedetails/?id=2872094732…

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1d agoLast updated
Steam WorkshopSource

About Easy Automation V2.0

From Steam Workshop

Current Version from this subscription = 2.055 Also check out my first Space Engineers Mod: Easy Access Programmable Block Controls https://steamcommunity.com/sharedfiles/filedetails/?id=2872094732…

Current Version from this subscription = 2.055

Also check out my first Space Engineers Mod: Easy Access Programmable Block Controls https://steamcommunity.com/sharedfiles/filedetails/?id=2872094732

Timer Block no longer needed as of V2.035

Not compatible with: - Space Data Center by mooviies

New features since release:

v2.040 - Added ability for Rename statement to use variables like the Write statements do. You can't use Rename if your block name contains a \

V2.041 - Addressed Keen's change to how rotors deal with being out of the set limit range. Rotors should now be functioning correctly and be able to rotate counter clockwise once again.

V2.042 Added 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.

v2.043 -Added the ability have EA2 code in the Custom Data field of any block, not just LCD's. -As a result the "Show Properties" and "Show Actions" statements now require a debug LCD to be shown. -Multiple LCD's can now be named as the debug LCD and all will show the debug info. This works in the same way that Named Groups work when referencing other blocks.

V 2.044 Added ability for Variables to reference other Variables in text (useful for passing a compiled variable as a run argument for a Programmable block) Added 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.

v2.045 CustomWrite, CustomWriteNew, CustomWriteLine, and CustomClear now work with all blocks that have a terminal interface, not just LCDs

v2.046 Fixed 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.

V2.047 added a missing bit of logic to combine multi word component names before a != operator into a single token. - thanks to Survival Ready for the bug find.

V2.048 Math in the Variables code block can now use other variables. Do not attempt to put the variable into it's own Math function. This will create an infinite loop and will lock up the programming block. If you do, you will need fix your variable code and recompile the programmable block to get it working again.

V2.49 modified how EA handles filled of gas tanks, it now returns a ratio.

V2.050 - Fixed issue where the last character in a value taken from the detailed info would not be included. - Changed floats to doubles for the ability to do math with larger numbers. - Added the ability obtain the amount of blocks that have been completed in a projection as well as the percentage a projection is finished. -To get the number of blocks finished use "Build progress of Projector" -To get the % of the projection that is finished use "Build progress% of Projector"

V2.051 - Added special case for obtaining the connected status of a connector.

V2.052 -removed an old cast to LCD that was preventing the custom data of all blocks from being used when referencing other CodeBlocks.

V2.053 - Added the ability to select which screen you wish to write to on blocks that have more then one screen (like a cockpit) by appending the number of the screen directly after the write statement like so:

WriteNew2 to MyCockpit = "Text" will write to the second LCD in the cockpit

if you have other blocks in the group that have less screens then what you have marked then the text will display on screen 1 as a default.

v2.054 -Added some error handling to the screen write and fixed bug with how blocks with to few screens would be handled.

v2.055 -Corrected spelling of Unconnected status

Current Version from this subscription = 2.055

Welcome fellow space engineers, to the Easy Automation InGame Script V2.0 Much has changed since the previous version which is why I am releasing this as a new item on the workshop.

The Easy Automation V2.0 script will allow you to:

  • Delay actions to millisecond precision
  • Manipulate the Sliders and Actions of every block
  • Stop an Automation until a desired situation happens and then resume
  • Take a Value from one block and apply it to another
  • Rotate a rotor to a desired angle at a desired speed
  • Create complex logic which will govern how your automation’s react to different situations
  • Have unlimited LCD code size
  • Write and manipulate text on LCD's
  • Write current values of blocks to LCD's (such as a pistons "Current position")
  • Write to the core LCD the actions and properties of a block you may want to manipulate
  • Modify block names (Especially useful when interacting with other tech such as Digi's Control Module)
  • 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)
  • Run other programs with arguments you define in your program
  • Reset the Easy Automation system in case of a systems failure
  • View debug info of a non functioning automation in the detailed info of the Programming block
  • Assign simple algebra equations to variables
  • Edit the LCD code as the programmable block is running it for run time testing/experimenting.
  • And maybe some other stuff that I can't remember right now, this thing has gotten pretty big!

I have written up a detailed guide for set up and all available functionality here: http://steamcommunity.com/sharedfiles/filedetails/?id=685206874

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.

Good luck fellow Spacefarers and happy Engineering!

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 1d ago.

Easy Automation V2.0 on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server load
light
Smallest plan we suggest
Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2026-11-02, released 2026-11-02

Game versions by loader

LoaderGame versionsNewest
Workshop

From 2 recorded builds of Easy Automation V2.0.

Recent builds

BuildReleasedGame versionsLoaders
2026-11-022026-11-02n/aWorkshop
2023-09-262023-09-26n/aWorkshop

Run Easy Automation V2.0 on a Space Engineers server

Deploy a server above, then upload the file in Files.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Technology & automation

Machines, power, logistics and automation.

Compatibility

Game
Space Engineers

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-11-03Open ↗
  • ✓AuthorCoren, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Easy Automation V2.0, answered

Generated from the mod’s own source data.

Is it free?

Yes. Easy Automation V2.0 is free to download from Steam Workshop.

How do I add it to my Nxeon server?

One-click install isn't available for this game's mods yet. Download Easy Automation V2.0 from Steam Workshop and upload it to your Nxeon Space Engineers server in Files.

NxLabs

Run Easy Automation V2.0 on a Space Engineers server.

Deploy in about a minute from $13.99 a month, then upload Easy Automation V2.0 in Files.