space engineers programmable block lcd panel free sample
Suggestion: I spend days trying to refind this mod when I take a break from Space Engineers for a while. I normally remember to look for "lcd" (given they"re lcd panels in my mind) and only ever find silly mods and autolcd. It would help folks like me if lcd were in the title somewhere so it was easier to find.. maybe just a tag or something that mod site searches can trigger on?
Question: Is there a way to merge the sub-screens in something like AutoLCD on the 6 screen panels? I know how to do it with AutoLCD"s behavior in the outer UI, but given these panels are a single object with one name, is there a config-based way to merge sub-panels (e.g. @2 and @5 to make one long display)?
@Kham You said it was possible to set up several different parts of a script on a single text panel. like having ALCD"s show different things on a single text panel. how do I do this when there is only one customdata field?
@Axel-of-Atheara It"s totally dependent on the scripts you"re using. A lot of scripts support that function these days since Keen added it. For example I frequently make use of ALCD2, Isy"s Solar Alignment, and Isy"s Refuel scripts and they can all use the individual screens on a single block without issue. Some scripts however will not support it, you"d have to ask the authors to add that functionality.
I will second WJSabey"s suggestion. The default programmable block comes with a screen, but it"s small and the block itself takes up much (all) of the cube.
@Nobbi Also, you can get IIM to play nice with multiple displays within a single block. use "@0 AutoLCD" to get ALCD2 onto screen 0, and "@1 IIM-main" to get IIM onto screen 1. IIM sometimes needs certain screens to work properly, but that"s a good place to start.
IIM doesn"t work with them directly though because IIM doesn"t support "cockpit screens". You can however use a normal LCD for IIM and then use ALCD2"s TextLCD command to copy that to one of these screens.
@Kham hello Kham thanks for this mod. Its a nice one. My questions is.. work this mod together with Isys Inventory Manager or Automatic LCD 2 ? Thanks for your time best regards
Though the PCU is loosely based on vanilla PCU settings for similar blocks and as far as I"m aware PCU values can only be set via the cubeblock file meaning they can"t be adjusted by end user settings.
The reason I doubled the PCU of the 12 screen variants was because Keen seem to class multi screen surface blocks as being rather intensive (for example vanilla button panel has PCU of 5 but the SotF button panel with 4 LCDs on it has a PCU of 100).
@archon_sd Sadly not, the new rotation option which vanilla LCD panels have actually make use of the ScreenArea system which these blocks and cockpits etc use to allow multiple screens and thus these types of blocks can"t use it to allow screen rotation.
Is there a way to invert the text on the panels? I"d like to have a free standing panel from the ceiling as a ceiling monitor, but the text is upside down (naturally) and I don"t see a way to invert it in the object properties.
@Twiz it"s unlikely to be the mod. The mod simply uses the new vanilla screen area system used by other blocks like cockpits/programmable blocks/etc. I know this system has had issues repeatedly in MP since it was added so it"s most likely caused by a game bug. Might be worth checking other vanilla blocks which use the system or checking Keen"s bug support page to see if anyone else has reported the issue.
Got a weird bug in multiplayer where these panels specifically will not update visually for my friend in my server. Doesn"t ever happen with regular panels which makes me think it"s something about this mod.
"In an incredible feat of engineering, the likes of which the world has never seen before, we"ve managed to shrink down an entire computer in to a text panel instead of needing it"s own bulky housing."
@woostyboy Steam already provides a direct link to my workshop on the page, if you look just above the mod title at the top of the page where it says "Space Engineers> Workshop > Kham"s Workshop" clicking on Kham"s Workshop will take you to my workshop page. :D
I didn"t see it asked, does anyone have a good solution for expanding the LCD"s? Making, say, the upper left and lower left LCD"s essentially merged into one longer LCD, so that my long inventory list won"t have to scroll?
@Ouroborus I can take a look at it, though I doubt I"d be able to get them seamless without breaking their aspect ratio. The game tends to behave weirdly with abnormal aspect ratios for LCDs which is why I went with the sizes I did to prevent text from becoming skewed or stretched.
@Могучий Носок They do, provided the scripts you"re using are designed for use with the new screen area system (cockpit support). As you can see in the screenshots I have Automatic LCDs 2 running on them and have it using multiple screens.
@Norljus There are variants of the free-standing versions which are just single screens and handled as normal text panels rather than programmable blocks.
I use Automatic LCD 2, which uses the Custom Data for the LCD to determine what"s displayed on the LCD. In order to change the displays dynamically, I created a tertiary script that uses run arguments to changes the Custom Data of a block to whatever I want.
@Lexx Lord it"s not possible to combine a button panel and screens in one block yet. Keen haven"t enable the new screen system for button panel type blocks yet.
On the text panels 4 function buttons instead of the keyboard. Сan use a script to flip through pictures or text, standing at the screen (for example, the rules at the station).
@Lexx Lord I"m not 100% sure I understand but there are two versions in the pack which are just normal text panels which I made for using with scripts which still need single screen versions. These versions are classed as Text Panels and not Programmable Blocks. I can"t make Text Panels have more than one usable screen space though because Keen don"t allow that yet.
@Mojo I don"t actually have any plans to add versions without the keyboard, mostly because I really hate having the highlight show up on LCDs in vanilla when I"m looking at screens up close so having the keyboard provides a nice way of moving that interact and highlight to another part of the model. If it becomes a popular request I may look at it again.
A beautiful software unit on racks, but on some servers they are either limited in number or completely prohibited, is it possible to make just LCD on racks? This is I meant it, although a program unit with a 1x display is also good.
These keywords must be separated from the Block/Group name(s) by a special character (lets call it the Separator). This can be ether a comma "," or a colon ":" Upper / lower case of the keywords will be ignored.
Battery, NoSubGridsThe keyword NoSubGrids will restrict the search to those blocks which are on the same grid as the programmable block running FSD v2 (PB).
Battery, OnlySubGridsThe keyword OnlySubGrids will restrict the search to those blocks which are noton the same grid as the programmable block running FSD v2 (PB).
These different modes are also triggered by keywords. Like in Refining the selection process these keywords must be separated from the Block/Group name(s) by the Separator character. Upper / lower case of the keywords will be ignored.
The old (legacy) method to calculate the average bar sizes and values should only be used on identical blocks. When averaging blocks with different maximum values the AltCalc keyword should be used. This will change the method of calculation to:
(Like when you had blocks with the names "Thruster #1" and "Thruster #2" and wanted to address them with "Thruster #") In such a case use the IconCount option.
If the number of icons to be displayed is higher than the number of blocks available, then the number of icons will be padded with missing block icons. (Red cross in a gray frame)
FSD can clone the text content of other displays. These texts can be fixed or could be generated by other scripts (like Automatic LCDs 2 by MMaster or Isy"s Inventory Manager)
If the block has more than one display surface and you want to clone from a different screen than from surface 0, then you can add the display number directly after the colon.
LCD Panel, clone:0 position(100,50) fontsize=0.5 TextColor(255,128,0)This would clone the text contend of the first screen of the block "LCD Panel" to the position (x=100 y=50) in an orange color with a font size of 0.5.
This also true when only using Text: after the Separator character without using any block/group name. (resulting in only a simple text line with the specified color)
This way you can ether reduce the number of LCD Panels needed or greatly enhance the amount of information you can display with a given set of screens/panels.
Caution: There has to be no space between "layoutrate" and the equals sign "="This will set the rate of changes for the screen layouts. (in changes per minute)
You can overide individual LCD/Cockpit screen settings by using a special keyword line starting with "FSD options:" in the Custom Data field of the Programmable block itself.
All keywords for this override options must be in a single line and this line must be located above an optional "ShowStats" line or else the used keywords affect only the LCD panels of the Programmable block.
After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!
Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.
There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.
There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:
Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.
Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.
Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.
Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.
Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?
Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.
Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.
Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.
Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.
Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.
*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:
Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.
A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.
A: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.
A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.
The LCD Panel is a thin panel that takes an entire block face and can display a variety of messages and textures that can be displayed constantly or triggered by the Programmable Block, Sensor, Timer Block, or any other block capable of triggering.
The "Color" sliders allow setting the text colour using RGB slider and "Backgr." allows setting background fill colours (default black). If using a transparent LCD then the text will be against transparency unless fill colour is added.
"Loaded Textures" has a list of the available default and modded (where applicable) images available for display on the screen. Select the desired image and select "Add to selection". The selected image will then show in the second "Selected textures" panel.
When multiple images are applied they can be set to cycle between with the duration between images being set by the "Image change interval" slider. To remove an image from display select it in the second panel and select "Remove selected".
The "Preserve aspect ratio" checkbox can be used to prevent the image being stretched if it does not fit the screen properly such as when using a wide LCD.
To set the LCD to display a script, choose "Script" from the dropdown. Choosing Script allows the display of information such as weather, artificial horizon for vehicles, Energy and Hydrogen level etc.
The panel"s title and text can be made public, private, or a combination of both. Textures applied can be selected from a list or custom textures can be selected. Textures can be set to rotate on a timer, changing from one to the next. GPS coordinates shown in the GPS format in the text panel will appear in the GPS and can be activated (=shown on HUD).
The LCD Panel could be accessed with the programmable block as IMyTextPanel. It could work in ´Texture Mode´ in which the selected textures are shown or the ´Text Mode´ in which the text is shown. The following methods are available:
This website is using a security service to protect itself from online attacks. The action you just performed triggered the security solution. There are several actions that could trigger this block including submitting a certain word or phrase, a SQL command or malformed data.
Display sorted lists of your base inventory contents! Display bar charts of power supply, demand, and storage or of cargo capacity, usage, and free space. Display multiple charts on one LCD panel!
This creates one chart tracking the time series for script execution time, with the default options: fill the entire panel, have the bars aligned vertically and time horizontal.
This places three charts onto one display folowing the power_stored, power_in and power_out series. It also overrides the default layout so that they tile one above the other taking up about a third of the height of the panel each and the full width.
Since you can only use the same section name once, if you wish to display the same chart on multiple displays on the same block you"ll have to create a section name of your own, and then use the chart setting to pick which chart to display:
Zephyr Industries Bar Charts is open source, under an MIT license. You can contribute to or copy the code at https://github.com/illusori/space-engineers-zi-bar-charts.
All armor blocks have received an update to collision models as well as the specific blocks listed below. These collision updates are an ongoing process.
Sparks of the Future update explores our fascination with science and science fiction and delivers on that with a vision of hi-tech visuals in the Space Engineers universe. We are really excited about exploring all of the possibilities this genre opens to us. Whether it"s a vibrant high-tech space station located among an asteroid cluster, a classic sci-fi themed space cafe, or just a cool looking spaceship bristling with Ion thrusters and neon armor - we hope all of this will add to your story in a world of high technology.
Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items to enrich your game visually. You can experience them in the free Sparks of the Future scenario. The price of the Sparks of the Future Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Sparks of the Future Pack.
We are always impressed by the innovation of our modding community! We would like to thank these members of the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.
Visual Scripting Tool has been reworked - it is provided to our players to allow them to create their own campaigns, stories and more complex experience than it is possible with modding and programmable blocks. This tool’s UI has been redone and major bugs in Visual Scripting Tool, as well as the scripting engine, have been fixed.
Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items and the Frostbite scenario designed to enrich your game visually. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Frostbite Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Frostbite Pack.
We’d also like to thank several members of the Space Engineers community, who contributed voice-over recordings for the new Frostbite scenario: Naburine and DirectedEnergy of Ball&ChainGaming & Misfit Studios (creators of Protocol 51), Nathan "Silverbane" Steen, Skyler "Gorhamian" Gorham, Jacob "wearsglasses" Ruttenberg.
Today’s release is a special one, because we are bringing you a number of “presents”. The first one, the Small Window blocks have been requested by many players, so we decided to add them to the game. There are 20 small window block variations in total, so I’m sure you’ll unleash your creativity even more now.
Thank you for being such an awesome community! We hope you’ll enjoy this update and that you’ll have a great time playing Space Engineers during the holiday season.
It’s hard to believe, but Space Engineers was released six years ago. It seems like yesterday, but I think the time always runs very fast with the things you love. It would take the entire blog post to mention all names and people who contributed to the success of Space Engineers. But it were not only my colleagues who I’d like to thank, it’s also you, our players and modders, who helped us to shape the game, gave us great ideas and who constantly provided us with feedback.
Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items designed to enrich your game visually. The package is the second edition of the Decorative Pack, which was released back in April this year. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Decorative Pack II is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Decorative Pack II on Steam.
Any player can now use Store and Contract blocks which are owned by other players and set to Anyone Can Use (NPC owned blocks cannot be used this way for gameplay reasons)
All new game features related to the economy are free of charge. The free update includes the economy code updates, the safe zones, all the contract features and long term fixes. For players who wish to support the further development of Space Engineers, we have created a Pack which consists of cosmetic items designed to enrich your game. The price of the Economy Deluxe pack is $3.99USD, or your regional Steam equivalent. So if you wish to support us, check out the Economy Deluxe Pack on Steam.
It’s time for another major update. We have been very busy since the release of Space Engineers from Early Access. We continued working on the game improvements and in this update we focused on a new feature: Build Planner, and one new block: Small Cryo Pod and on customizable game elements, such as skins, emotes and armor skins.
The Build Planner feature allows players to create a list of blocks or components, which can be automatically transferred into their inventory. It significantly simplifies the gameplay and we are sure that you will appreciate it. Special thanks to one of our top community members DraygoKorvan, for the inspiration to create this Build Planner.
For players who wish to support the further development of Space Engineers, we have created a Style Pack for $5.99USD which consists of two character skins, four character emotes and two armor skins. With this release, we are also bringing two new character skins to the game: NextGen and Fiber. Both character skins are only decorative and you can buy them in the Steam Item Store. The price will be set to $3.99USD per skin set. We decided to keep the same approach as with our last update, being that if you decide to not buy the Style Pack/character skins, you are still getting a major free update containing all the gameplay features! This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.
A: The complexity and technical requirements are different for these two packs. We spent much more time working on the Style Pack than on the Decorative Pack. The Decorative Pack was also the first DLC we released after Space Engineers moved out of Early Access and it showed us that many members of our community are willing to support us. Therefore, we invested more time and effort to bring some game changing things to Space Engineers now and we plan to continue this for upcoming releases. Another reason is that we wanted to give the Decorative Pack to as many players as possible, and a reduced price definitely helps :)
Held block from toolbar can be put to empty BP by clicking RMB over a highlighted conveyor port, it will try to withdraw components for it at the same time
All players can now use any DLC blocks without owning the DLC, however, placement (place a block, spawn in a blueprint containing DLC blocks, initially weld projected DLC block) is still reserved for DLC owners only
It’s time for another exciting update for Space Engineers. The most obvious change is the fact that with this release we are bringing both free and premium content to the game. This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.
All players will get new functional cockpit LCDs with customizable screens, replay tool, which can be used for setting up various animated scenes, brand new random Encounters, Steam trading cards, badges and backgrounds, and all bug fixes, optimizations, and smaller improvements for free.
For players who wish to support further development of Space Engineers, we have created a bulk of Decorative Blocks, which you can use for various decorations on your spaceships, vehicles and space stations. The price is $3.99 USD, or your regional Steam equivalent. You can purchase the Decorative Pack here.
If you decide not to purchase the Decorative Pack, but you want to play with friends or other players who did buy the Decorative Pack, you will still be able to join a multiplayer game or server with them and enjoy the game. In this case, you will be able to view these new blocks, but you won’t be able to build or interact with them.
Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag: < DLC >DecorativeBlocks
A: Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack.
A: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.
A: Hehe, if you put it this way, it sounds kind of funny. :) But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.
February 28, 2019 is the day for all Space Engineers. Today, we are moving Space Engineers out of Early Access. Getting Space Engineers out of Early Access has been planned for a long time. We have worked on it basically since 2016/2017, when the game entered beta. It was our goal to release the game in the state we consider to fulfill our original vision, including all planned features and core game components. Moreover, the game includes a lot of things that were not planned at the beginning of development (solar panels, planets, rotors, pistons, wheels, and many more features).
Space Engineers was one of the first Early Access games on Steam and one of the few titles to be successfully released after several years of passionate development. We keep our promises!
Space Engineers has been in Early Access for 5+ years, and during this period we developed the game from a proof-of-concept to a feature complete space engineering sandbox. We sold more than 3 million copies and we have more than 200,000 monthly active players.
Because Space Engineers development was open, you were able to see what’s happening under the hood. Contrary to other products, where you see the final product, but don’t see how the project has been developed and changed over time, and what challenges the development team had to overcome.
With this update, we are also setting a new price for Space Engineers to $19.99. According to our analysis and tests, this price better suits the majority of Space Engineers fans. This change also brings all regional prices on Steam to match countries specifications and regional differences.
Added PDB and source code loading for both Programmable Block and Modding scripts. Attach VS to SE process and debug your scripts live (Modding build)
Hello, Engineers! Today"s minor update brings you more improvements in Airtightness, UI and Scripts. There are also bunch of fixes for issues found by our community. Thanks for reporting them - it really helps us locate and fix everything!
Coincidentally, it’s also the fifth anniversary of Space Engineers being released in Early Access! A MASSIVE thank you to everyone who has supported us since we launched the game and welcome to all of the new Engineers.
We are so happy that you are enjoying Space Engineers multiplayer, every stream, youtube video or game session we see is an absolute blast of fun. And that is the best outcome we could have hoped for.
After six months, we are releasing the next major update, which is focusing on the complete overhaul of multiplayer in Space Engineers, and a number of new features and optimizations. This was a massive overhaul and that’s why it wasn’t possible to make this update in weekly increment - so thanks a lot for your patience!
We had to redo major parts of the engine and there was a lot of experimentation - for example changing the prediction protocol on client-server and observing if it’s better for user experience or worse, and many more. Space Engineers has many systems and special care had to be taken for each of them: player character, jetpack, ship, wheeled vehicles, voxels and planets, fast moving objects, deformable entities, antennas, player standing on a moving grid, colliding grids, rotors, pistons, wheels, and many many more.
Hello, Engineers! We continue with the steady stream of regular minor patches, while most of the team is working on more optimizations and polish for the future major update. Thanks a lot for your patience, support and all the bug reports!
And if you are experiencing any issues with the game, please leave us a report on our forums in Bug Reports section. It really helps us to make Space Engineers better and better every week! https://forums.keenswh.com/forums/bug-reports.326950/
Hello, Engineers! We bring you huge load of improvements and fixes as usual after every major update. And thanks again for all your feedback - it really helps us to make Space Engineers better!
If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you. https://store.steampowered.com/app/244850/Space_Engineers/
Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers.
Fixed 3D Models: cockpit chairs, “under construction” blocks, driller head metal material, astronaut boots with proper stripe for magnetic effect and many more
Hello, Engineers! We have another minor update for you this week, but do not despair! We have big major build cooking in our basement, where we keep the programmers shackled and working. It should be ready for the release into the wild soon! (the update and the programmers).
Hello, Engineers! This week"s update contains more fixes and improvements as the main team continues with working on the next major update. The notable improvements this week are for example eliminating issues with transferring items through Advanced Rotor Head, or projection still being projected after cutting power.
Also, if you want to participate in the Space Engineers Physics & Engineering Contest - there is still time. For more details continue to: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html
Hello, Engineers! Back from holidays and waiting for your weekly dose of Space Engineers improvements? Well, wait no longer! Inventories on grinds built by Projectors are accessible, destroyed cargo containers are dropping items again and more.
Hello, Engineers! Today"s update is another minor one bringing you more improvements before next major update. The battery exploit was removed, so welding your batteries back up no longer resets its powerstate without trashing the powercells. You are welcome. :)
And if the wait for another major update seems long to you, why not join our Physics & Engineering Contest meanwhile? Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html
Hello, Engineers! Today"s update brings you more improvements for our last major update. We have also improved jetpack behavior while flying on a moving ship for dedicated servers.
And if you are thinking about joining our Physics & Engineering Contest, now is your chance! Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html
Hello, Engineers! In today"s update we are bringing you another bunch of improvements and fixes. We have added input method for Chinese text, fixed gravity HUD and laser antenna issues and more!
We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you: https://store.steampowered.com/app/244850/Space_Engineers/?snr=1_5_1100__1100
Hello, Engineers! Today"s update continues with improvements for our last major update. Plus we are re-introducing a rotor lock option back into the game - it allows you to completely stop a rotor spinning even when external forces are applied. The internal working of this feature is different from its previous implementation and fits the new physics system.
If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you!
With today’s major update we are releasing a large overhaul to the physics in Space Engineers. The update is primarily focusing on pistons, rotors, landing gears, and grid deformations. These mechanics have been a top priority for the SE team during the last year - to have these things be as robust, stable, and intuitive as possible. The game’s physics are now more stable and creations shouldn"t break, explode or do uncontrollable things under normal conditions with default settings. You can read about the changes to physics in great technical detail on Marek Rosa’s blog: physics.html
Additionally, the Mod API and Programmable Block API has received some massive updates in this release so be sure to check it out if you are a modder or a scripter!
Hello, Engineers! We are getting extremely close to the next major release with the team reviewing the last few remaining details before we can let it loose on the community. We truly appreciate your patience with us as we prepare this update as we really want it to blow your minds!
This week"s update contains sorting options for the blueprints screen and a selection of fixes for issues reported by players. These issues now resolved include a crash when spawning on dedicated servers, strange behavior when shooting a rifle on a moving grid and missing mountpoints on advanced rotor blocks.
Hello, Engineers! The team continues to mainly focus on the next major release but in today"s update we still have some nice improvements for you. Character backpacks, which could decrease the performance on highly populated servers, can now be removed from the world via the "Remove Floating Objects" function in the Space Master screen.
The original problem was that thruster damage simply didn"t work in lots of cases. It ignored some kinds of blocks, certain configurations disabled damage on the entire grid, it didn"t work on servers, on and on. On top of that, the damage volume was a cylinder implemented in a bad way, which was taking a lot more CPU time than it really should have.
Over the past few weeks, we"ve been working on rewriting the thruster damage system from scratch. The result is that the damage system actually works. Instead of a cylinder, we used a rectangular bounding box for the damage volume. This is because our engine is designed with several very fast methods to get entities which intersect a bounding box. However, the box only checked for the entire cube volume of blocks, instead of physics intersections, which caused it to behave unexpectedly.
Hello, Engineers! Today’s update comes with an exciting new addition - the Skin Recycler! With this, you can recycle your unwanted or duplicate skins and upgrade them to a new Badger skin! The recycler will give you recycle tokens for your old skin pieces, which you can trade in for new items of your choice. All of this is done in the character customization screen.
Space Engineer"s fourth anniversary was this Sunday, and there"s been a lot of speculation and excitement about it. However, today"s update is not the anniversary update. We have been working very hard on the next major update which was originally scheduled to release today, but we decided to delay it for a few more weeks to give our team more time to perfect all the changes. This next update is seriously exciting, with some pretty huge changes. We want to make sure it"s as good as it can possibly be before we release it, so please stay patient and start up the major update hype train :)
The first issue was that when the projector was turned on and off rapidly, the projection would be stuck showing all blocks as buildable for a few seconds. This was a side effect of the parallelization of the projector that I did earlier this year. The problem was that when projections are first spawned, they show as 100% buildable, and since the projector only tries to update the projection every few seconds, it just stays like that until the worker thread notices something has changed. The solution was pretty simple, just hide the entire projection on first spawn, then force the worker thread to start processing the new projection as soon as possible. Additionally, projections now disappear as soon as you turn off the block, instead of sticking for a few milliseconds. The overall effect is a lot smoother now.
The second problem was trickier, and players to make automatic weapon factories may have noticed it. When a projection"s only attachment point is a merge block, sometimes the projected merge block shows as buildable or not buildable depending on whether it"s "real" partner on the other grid is enabled. This is because when a merge block is disabled, the mount point on the front is also disabled. So you could get into a situation where the projected block looks like it"s buildable, but isn"t. I had to create a new event for merge blocks to alert other code when the mount point changes, then when the projector detects this event, it very politely asks its worker thread to update the projection immediately.
Hello, Engineers! We’ve heard your feedback for the last few minor updates, and since so many of you are missing the weekly update videos, we’ve decided to post some new, different content! This week we have the first video in a series we’re calling Catchin’ Clang. In this series, everyone’s favorite developer, Rexxar ( ͡° ͜ʖ ͡°), will give you a behind the scenes look at the process of finding and fixing bugs in Space Engineers!
Hello, Engineers! Today"s minor release comes with a sizeable batch of general improvements. The team has been working hard on both fixes and features of upcoming updates and are looking forward to seeing in the hands of our players. Issues fixed in this week"s update include the dampeners HUD icon showing the incorrect state, controls being inverted when two players pilot a single grid and inventory scrolling not working properly. Additionally there"s more sound improvements. For example, you will notice a new sound when walking with activated magnetic boots and footstep sounds should now be in sync with animation.
Hello, Engineers! This week"s minor release comes with some important general improvements. Issues fixed include a number of audio issues like wheel sounds playing even when a vehicle is not moving and choking sounds being heard by all players. Also, the Doppler Effect should now be heard correctly through your sound device of choice. Additionally, there’s some modding improvements; mods can now use WAV format audio instead of WXM.
Behind the scenes, the team is busy working towards some exciting major updates for the game as we approach the fourth year anniversary of Space Engineers. Stay tuned...
Hello, Engineers! This week"s minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!
Hello, Engineers! This weeks update brings you more fixes and improvements. There should be fewer multiplayer crashes, issues with block groups in control panel should be fixed and Remote Control functions: Take Control and Sharing now work correctly.
As for the fixes we have addressed multiple crashes in single player, multiplayer and certain crashes that happened when using modded blocks. The protobuffers added to the save game will further improve the loading and saving time.
Hello, Engineers! While we are fully focused on next major update, in this week"s minor we are bringing bunch of fixes likes not spawning containers, small advance rotor head clipping through rotor body. This update is bringing a lot of crash fixes with various UI cases, resource distribution, copy and pasting of drones in MP and others. Perhaps the most noteworthy fix this update is concerning the visual bug for moving grids that was encountered by RYZEN and I7 users.
„Well, the thing about a black hole - it"s main distinguishing feature - is it"s black. And the thing about space, the color of space, your basic space color - is it"s black. So how are you supposed to see them?“ - Holly
Hello, Engineers! This week"s minor release is primarily focusing on the Chinese translation of the game, but also on other minor fixes such as parachute fixes, container spawning, block fixes and many others.
During 5 month period, We have been working on Chinese translation for Space Engineers with the great help from Chinese community! Now we are happy to announce, that we have finished the translation and releasing it today.
Hello, Engineers! With today"s major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing 33 customizable skin sets for your engineer, your tools and your weapons. It’s time to show off! On top of that, another brand-new block makes its debut in Space Engineers: A reloadable parachute block for both small and large grid!
Hello, Engineers! We are extremely excited to announce that today we are releasing the next major update for the game which contains a huge batch of optimisations and improvements!
This week’s minor is continuing the current run of general improvements as we near the release of the next major update. We know a lot of you really can’t wait for this but it’s crucial that we fix as many bugs as possible before going live with changes to code as significant as the ones in the upcoming major. The main issues fixed in today’s update include terminals taking you to the incorrect block in the control panel and automatic turrets shooting subgrids of their own grid. Additionally, corner and interior lights should no longer appear emissive when turned off or not supplied with power.
Hello, Engineers! It’s a new minor update this week containing more general improvements as we grow ever closer to the next major release, the changelog of which is growing bigger and bigger day! If you missed it, watch last week’s video to hear about some of the optimisations that will be going into that release. The main issues fixed in today’s update include safety locked rotor heads detaching after using a jump drive and grids being able to pass through closed hangar doors. Additionally, we resolved issues with block placement being offset when standing on moving grids.
Hello, Engineers! This week’s minor update is focused on addressing multiplayer desyncs. We fixed issues related to landing gears, autolock etc. Amount of crashes was also dramatically reduced.
Hello, Engineers! This week’s minor update is focused on addressing various crashes, the majority of which are related to multithreaded physics. This is also why you may have noticed multiple hotfixes being released during the last week as we are determined to fix them as soon as possible. Other issues fixed include the collect all option not working properly with large connectors and being unable to remove catwalks in certain situations.
Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved. It’s been great to read everyone’s feedback and to hear that many players have seen big performance gains in their worlds. Please do continue to let us know your thoughts and experiences with these weekly updates. In today’s work in progress section We would like to talk about the render optimizations showcased earlier this week. We demonstrated how a world with 16 red ships would run at around 45FPS on a system running the current version of game. In comparison, the exact same scenario was then loaded on a prototype version with the render optimizations included and ran at around 60FPS! One of the improvements which helped to achieve this was making the GPU be no longer limited by the CPU.
If you reach 99% of the limit, a warning should start appearing. If you exceed the limit any added blocks will not have physics. This is a technical limitation even if block limits are off, but we are aware of this issue and we are looking into possibilities, how to improve this behaviour.
Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics. The team still plans to continue with further optimizations in areas like ship collisions, explosions, loading times, planets, memory usage and more! Additionally, We are also pleased to announce that the multiplayer synchronization code has been optimized further.
Just as a heads up for the modders out there; due to many blocks being optimized, some older block mods may need updating. See the forum thread linked in the description for more information: https://forums.keenswh.com/threads/warning-for-block-mods.7395156/ Among the many changes this week, we"ve added asynchronous entity creation to the ModAPI, which allows a mod like ServerLink to operate much faster. This release was thoroughly tested but as there has been so many changes in the code we will especially appreciate it if you report bugs that you find. Although many of you do this already!
Hello, Engineers! Once again, we’ve got a minor update for you today with more crash fixes and a couple of improvements as the team battles with the last few remaining issues in the next major update.
Next Tuesday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. This stream with Marek will be focusing on the vision for Space Engineers as well as giving a more detailed update on the progress of performance improvements.
Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer. Issues with model fixed this week include incorrect LODs on a number of blocks like the small grid merge block and small grid camera but also missing textures on blocks such as wheel suspension and the large ship welder. Moving on now to a couple of the notable animation issues that were fixed, using hand tools will no longer stretch the engineer’s arms and rifles should now aim where the crosshair is pointing.
In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. During the stream, together with Marek and Deepflame, we’ll be talking more about things being worked on and also taking a look at Medieval Engineers and it’s future plans. Marek will even be suiting up for the occasion in his personalized Roman armor!
I"m trying to figure out how, in a PB, to tell that a projection is not just "complete", but that all the welding is done. Is there any way to do this, other than iterating over every block on the grid the projector is on, making sure it"s complete?
As of recently, I have begun programming a simple laser designator that works with a drone that my friend built a while ago. The script is all done and I have successfully achieved a functional raycast that records a set of coordinates from where the attatched camera hits with a raycast, however, I want to display the individual X Y Z values to an LCD screen so that the player can copy and paste it into their GPS list. If you could also help me to directly add coordinates to the players GPS...
Been programming a long time, but never in C#. I"m trying to do the simplest of things in this language and just keep getting stone-walled at every attempt. I thought, as a way of getting introduced to the programmable block, I"d try writing a script that moves gravel from a refinery to a connector. That"s it.
Basically, if you want a script on your block, post explanation here. Other programmers and I (Although I"m generally a busy person so maybe not often) will be more than happy to program it for you. Of course I still suggest you to learn programming, but you might not want to, and it"s all fine. Other people like other things.
I"m attempting my first decently sized script to automate a self-building elevator...I know...I know, its not worth it, and yada yada. However, I already have way too much time invested into the project to give up on it now. I compile the program, and it compiles fine, then when I run it, it throws: "Object reference not set to instance of an object" at me. I have checked all of the block names from what I can tell and they all seem to match up in the code with the terminal...
A toolkit to help with ingame script (programmable block) development for Keen Software House"s space sandbox Space Engineers. It helps you create a ready-to-code project for writing ingame scripts, and provides an analyzer which warns you if you"re trying to use something that is not allowed in Space Engineers.
For example, I want to set up one of the LCD"s in a friendly fighter to list the heading/pitch change to point to the nearest enemy, as locked onto by one of it"s turrets.
I understand I need to use IMyTextSurface? How exactly I tie it to a block? What would be the difference between it and using IMyTextPanel when refering to regular LCD which is not in a cockpit?
for(int i=0;i
Key Coils are divided into two blocks of discrete coils in the controller: Function key coils and Control key coils. Key coils are used to pass keypress data from the OIT to the controller. When a key is pressed, the corresponding coil in the controller is activated. For example, imagine the system programmer wants a motor to run whenever the F1 function key is being pressed by the operator. The relay ladder logic could be:
Programmable linear scaling is available on the signed, decimal, and long register monitor formats. Linear scaling is the process of converting one unit of measure to another, usually from a machine format to an operator-readable format, so the operator has the data presented in readily understandable terms. A common application involves converting analog or digital data into degrees, speed, voltage, or temperature. If linear scaling is used on a read/write register, the operator can modify the data in the operator-readable format and it will be converted back into the machine format before being sent to the controller.
A field-programmable gate array (FPGA) is an integrated circuit designed to be configured by a customer or a designer after manufacturing – hence the term hardware description language (HDL), similar to that used for an application-specific integrated circuit (ASIC). Circuit diagrams were previously used to specify the configuration, but this is increasingly rare due to the advent of electronic design automation tools.
FPGAs contain an array of programmable logic blocks, and a hierarchy of reconfigurable interconnects allowing blocks to be wired together. Logic blocks can be configured to perform complex combinational functions, or act as simple logic gates like AND and XOR. In most FPGAs, logic blocks also include memory elements, which may be simple flip-flops or more complete blocks of memory.logic functions, allowing flexible reconfigurable computing as performed in computer software.
The FPGA industry sprouted from programmable read-only memory (PROM) and programmable logic devices (PLDs). PROMs and PLDs both had the option of being programmed in batches in a factory or in the field (field-programmable).
Altera was founded in 1983 and delivered the industry"s first reprogrammable logic device in 1984 – the EP300 – which featured a quartz window in the package that allowed users to shine an ultra-violet lamp on the die to erase the EPROM cells that held the device configuration.
In 1987, the Naval Surface Warfare Center funded an experiment proposed by Steve Casselman to develop a computer that would implement 600,000 reprogrammable gates. Casselman was successful and a patent related to the system was issued in 1992.
Contemporary FPGAs have ample logic gates and RAM blocks to implement complex digital computations. FPGAs can be used to implement any logical function that an ASIC can perform. The ability to update the functionality after shipping, partial re-configuration of a portion of the design
Some FPGAs have analog features in addition to digital functions. The most common analog feature is a programmable slew rate on each output pin, allowing the engineer to set low rates on lightly loaded pins that would otherwise ring or couple unacceptably, and to set higher rates on heavily loaded high-speed channels that would otherwise run too slowly.crystal oscillator driver circuitry, on-chip resistance-capacitance oscillators, and phase-locked loops with embedded voltage-controlled oscillators used for clock generation and management as well as for high-speed serializer-deserializer (SERDES) transmit clocks and receiver clock recovery. Fairly common are differential comparators on input pins designed to be connected to differential signaling channels. A few mixed signal FPGAs have integrated peripheral analog-to-digital converters (ADCs) and digital-to-analog converters (DACs) with analog signal conditioning blocks allowing them to operate as a system-on-a-chip (SoC).field-programmable analog array (FPAA), which carries analog values on its internal programmable interconnect fabric.
The most common FPGA architecture consists of an array of logic blocks called configurable logic blocks (CLBs), or logic array blocks (LABs), depending on vendor, I/O pads, and routing channels.
"An application circuit must be mapped into an FPGA with adequate resources. While the number of logic blocks and I/Os required is easily determined from the design, the number of routing channels needed may vary considerably even among designs with the same amount of logic. For example, a crossbar switch requires much more routing than a systolic array with the same gate count. Since unused routing channels increase the cost (and decrease the performance) of the FPGA without providing any benefit, FPGA manufacturers try to provide just enough channels so that most designs that will fit in terms of lookup tables (LUTs) and I/Os can be routed. This is determined by estimates such as those derived from Rent"s rule or by experiments with existing designs."
In general, a logic block consists of a few logical cells (called ALM, LE, slice etc.). A typical cell consists of a 4-input LUT, a full adder (FA) and a D-type flip-flop. These might be split into two 3-input LUTs. In normal mode those are combined into a 4-input LUT through the first multiplexer (mux). In arithmetic mode, their outputs are fed to the adder. The selection of mode is programmed into the second mux. The output can be either synchronous or asynchronous, depending on the programming of the third mux. In practice, entire or parts of the adder are stored as functions into the LUTs in order to save space.
Modern FPGA families expand upon the above capabilities to include higher level functionality fixed in silicon. Having these common functions embedded in the circuit reduces the area required and gives those functions increased speed compared to building them from logical primitives. Examples of these include multipliers, generic DSP blocks, embedded processors, high-speed I/O logic and embedded memories.
Higher-end FPGAs can contain high speed multi-gigabit transceivers and hard IP cores such as processor cores, Ethernet medium access control units, PCI/PCI Express controllers, and external memory controllers. These cores exist alongside the programmable fabric, but they are built out of transistors instead of LUTs so they have ASIC-level performance and power consumption without consuming a significant amount of fabric resources, leaving more of the fabric free for the application-specific logic. The multi-gigabit transceivers also contain high performance analog input and output circuitry along with high-speed serializ