custom data button disappearing lcd panel space engineers made in china
Title says it all. While playing multiplayer with a friend, the custom data buttons vanished from all relevant objects (first noticed on the LCDs) We"d changed no server settings, though we had rebooted a couple times to get around the pressurization bug. LCDs that already existed still run their scripts perfectly fine and programmable blocks are fully functional, but the custom data button is just missing, leaving us unable to edit the existing ones or program new ones.
Once you’ve created a question and formatted it the way you want, it’s time to add some choices for your respondents to pick from. This page will cover all the ways you can add, remove, and customize the answer choices to your questions.
Qtip: Click the arrow next to your answer choice for more answer choice customization options, such as adding answer choice display logic or changing the choice’s font. See Additional Dropdown Options for more information.
Attention: If you’ve already collected data, be careful when editing answer choices so you don’t invalidate your data! See Editing an Active Survey for more information about what edits are OK.
Attention: The Edit multiple feature is disabled as soon as you collect data on your survey. This is to prevent invalidation of your data. If you copy a survey where this feature has been disabled, the copy will also not contain the Edit multiple feature.
Exclude From Analysis: Excludes the data for this answer choice from data analytics and reporting. The data for answers marked as Exclude From Analysis is still recorded, it is only ignored in analyzing the data.
Qtip: Sometimes, you may change your mind about excluding an answer choice from your response data. If you deselect Exclude From Analysis after your survey is live, you will be able to see the answer choice in your Data & Analysis tab.
Graphic Size: Change the size of the graphic. You can choose from preset dimensions, or choose Custom to adjust the size manually. If you’ve resized the image, you have the option to select Show full size when clicked. This means the image will change back to its original size when the respondent clicks it.
When an answer is excluded from analysis, this means the data is hidden from data and reports (not deleted). This means the excluded value will not be used to calculate averages, sums, or other aggregate metrics; will not appear in filters or data exports; will be automatically excluded in Stats iQ; and will be hidden in recorded responses, Results-Reports, and Advanced-Reports.
Example: Let’s say you’re collecting feedback from students about a training you ran, and you ask your respondents to rate the training on a scale from 1-10. You include a “N/A” option for respondents who may have missed the training. You can mark the “N/A” option as Exclude From Analysis so it does not influence your data analytics, such as calculating the average score of the training.
Once enabled, the choice will be marked with a symbol. You can change this setting at any time without deleting your data; this option merely hides the data.
Click into a group’s name and click the dropdown to view additional options for customization. For example, you can make one group single select and anther multi-select.
Move the choice up by one or down by one by clicking the dropdown and selectingMove Up or Move Down. This does not affect your data, but merely rearranges your answer choices in the question.
Qtip: These options come in handy if you are adding new choices to a survey that’s already collected data. See Testing / Editing Active Surveys for more details.
You can also use the keyboard to delete a choice by clicking inside the text box of the answer choice and pressing the Backspace or Delete key until the text is gone and the text box turns red.
Qtip: If you try to delete an answer choice that has data associated with it (i.e., you have already gathered responses), you will be warned that deleting the choice could invalidate the results. See Editing an Active Survey for more information about what edits are OK to make.
Explore topics related to the Enhanced Parent Portal, mobile app management, and customizations for the parent portal such as adding transportation info, meal magic balance, and community service.
Explore topics related to Civil Rights Data Collection (CRDC), Michigan Student Data System (MSDS), Teacher Student Data Link (TSDL), and state reports.
The next Major (1.199) release for Space Engineers is upon us. Heavy Industry Introduces a whole new vision of industry in Space Engineers! A reimagining of industrial might, from lunar mining site to factory floor; smelting, refining, and mass production never looked so good.
This massive update is one of our biggest! Including DLC, Heavy Industry adds nearly 100 new blocks and block variants to Space Engineers! We hope you enjoy exploring Heavy Industry as much as we did creating it.
Space Engineers “Heavy Industry” pack includes Large Magnetic plate, Beam Blocks, Industrial conveyor pipes, Cylindrical Column, Vertical button panel, Large Hydrogen Tank Reskin, Large Cargo Container Reskin, Industrial Refinery, Industrial Assembler, Industrial Hydrogen Thrusters and Hazard pattern armor skin.
The next major release for Space Engineers is upon us. Warfare 1: Field Engineer provides you with new choices in how you create and destroy. Field Engineers is the first installment in our all-new Warfare content! Warfare 1 doesn"t just focus on the Engineer, it also includes new blocks to outfit your base, space station, or fortress. Prepare your defense or lay siege like never before.
Space Engineers “Warfare 1: Field Engineer” pack includes Fire Cover Block, Half window Block, Weapon Rack Block, Five new passage blocks, Embrasure Block, Two new Emotes and the Assault Suit skin.
Ever since our initial release of Space Engineers on the Xbox platform, we have worked hard to provide the best Space Engineers experience for everyone, regardless of platform. Today’s release takes us one step closer to bridging the gap between PC and Xbox communities by ensuring that every Space Engineer can build, create, and imagine with friends on their platform of choice.
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
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.
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
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.
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: 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.
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.
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.
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.
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!
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.
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.
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: http://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 build 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: http://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: http://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:
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.
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!
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.
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 :)
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, will give you a behind the scenes look at the process of finding and fixing bugs in Space Engineers!
I looked into the section of code reported by the crash log, and couldn’t find anything that would produce the error. So I looked closer at the log, and noticed a ton of errors indicating that the user somehow lost connection to Steam at exactly the wrong time, which was resulting in some sort of corrupted state causing invalid data to be fed into the code.
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.
Hello, Engineers! This week’s major update brings a huge amount of improvements to the game as well as a couple of new armor blocks. The first thing you will notice when starting up the game is the changes to the main menu user interface. A lot of improvements were made as we focused on enhancing readability and usability of our interface, while removing several inconsistencies and making the screens more visually appealing. We have also added additional tooltips, reorganized the contents of several screens and added a screenshot preview to the “Load Game” menu, to help you find the right save more easily.
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! This week’s minor release is primarily focused on memory optimizations and fixing memory leaks although it does contain some more general improvements for the game as well. We are getting extremely close to our next major update with the team finalizing and testing the features that will be present in that release so stay tuned. Going back to today’s update, our programmers were able to track down various memory leaks, some of which we know have been very problematic for players recently but we appreciate your patience while these were being resolved. On top of this, they were also able to optimize memory usage in certain areas of the game during their search for leaks. But be sure to let us know if you experience any more memory leaks on your worlds and servers. Some of the other issues fixed include rotor displacement settings not working on static grids, air vents consuming power even when disabled and the rocket launcher block’s shoot toggle not functioning. Additionally, we resolved an explosive situation where it was possible to add a rotor head even if it’s spawn position was obstructed.
Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.
Hello, Engineers! This week’s update is minor release which of course means there’s a fresh batch of general improvements for you while the team works towards completing bigger objectives. As it wasn’t mentioned in the video a couple of weeks ago, it’s just worth highlighting the fact that we added a new cryopod interior in the major update which makes being inside one feel much more immersive now. The main issues fixed in today’s update include hangar doors injuring characters, trees sometimes being invisible for clients on dedicated servers and the model of interior turrets becoming twisted when welded. Additionally, disconnecting huge grids with merge blocks should no longer cause significant freezes to occur.
It’s been great reading everyone’s feedback from the last couple of weeks and to hear that many engineers have been experiencing greater performance on their worlds and servers. We’ve still got a lot of improvements and optimisations to come as well some surprises along the way. Please consider leaving us a review on Steam as a way to share your feedback with the team and the worldwide gaming community.
Just as a reminder, we have a Discord Server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.
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!
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. You can expect these
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.
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.
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.
Hello, Engineers! We’ve got a new round of crash fixes and general improvements in this week’s update as the team progresses behind the scenes on bigger tasks like optimisation, physics and of course multiplayer.
Hello, Engineers! This week’s minor update release contains more crash fixes and general improvements as the team continues work towards the next major release.
We are also happy to announce that we are releasing an updated 3D model obj exporter today that will work with the latest version of the game (CTRL+ALT+E). This will allow you to create 3D prints of your creations and upload them to sites like Sketchfab, opening up many new ways to share what you build in Space Engineers. You can even add a Sketchfab model to the Steam Workshop page of a creation, providing an interactive preview to other players before they use it in-game.
Hello, Engineers! This week’s update is another minor release that contains crash fixes and smaller improvements as the team continues work towards the next major release. Good news - we managed to improve AMD compatibility and fix flickering shadows issues.
Hello, Engineers! This week’s update is a minor release that contains some smaller improvements as the team starts work towards the next major release once again. You should notice that because the last update was major, we created the ability to rollback to the most updated version of the previous major update 1.179 via the BETAS tab in Steam.
Lastly, next Monday we will be streaming at 7PM CEST on the Keen Community Network over on Twitch. The first segment will be with Deepflame looking at Medieval Engineers and the game’s upcoming major release and then there will be a Q&A session with Marek and other members of the team here at KeenSWH.
Hello, Engineers! Today we have the game’s next major update for you. This means that we have more significant features in the update on top of a bunch of fixes and improvements.
To start with, we have the new in-game server browser created by Rexxar. We’ve heard your feedback on the server browser over the last two years, and it has been completely redesigned. It is much faster than before, and contains many new features. There is now a loading wheel to indicate when the browser is downloading data from Steam. The search box has been moved to the top, and includes new advanced search features, which let you filter servers by world settings, mods, ping, and much more. There is a direct connect feature which allows you to connect to a server directly by IP address or host name (e.g. keenswh.com:27016)
You can also get complete details of a server before you join by selecting the server details button. This shows you all world settings, all mods, and all players currently online. For server admins, there is a new description box in the server config utility which lets you enter a description of your server that will be shown to users in this screen before they join.
Hello, Engineers! Today’s patch is another minor release, bringing some more smaller improvements as the team continues work towards the next major release. This includes a significant fix for ship dampeners so now, ships with multiple types of thrusters will no longer slowly fall in planetary gravity. Additionally, we resolved an issue players were experiencing with ships not being affected by gravity at all which meant they would fly on planets as if they were in space.
Hello, Engineers! Today’s minor release comes with some improvements as the team works towards the next major release. This includes particle fixes for jump drives, character drills and character welders. Additionally, we resolved a number of crashes related to multiplayer.
Owners of the Deluxe version of the game will notice a new badge has appeared in the main menu screen. If you are interested in playing a retro version of Space Engineers from 2013, listening to the entire soundtrack and browsing concept art from the game, check out the Deluxe Edition on the Steam Store.
Also included in this week"s addition to the SDK is our new Font-Tool, with which you can quickly convert any font to a compatible format to be used in the game, literally with the push of a button.
Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers: https://discord.gg/KeenSWH
Lastly, next Monday we will be streaming at 7PM CET on the Keen Community Network over on Twitch. The first segment will be with Deepflame looking at Medieval Engineers and the game’s plans for the future and then there will be a Q&A session with Marek and lead artist Natiq, where among other topics, we will be discussing the art in Space Engineers.
Hello, Engineers! We are happy to announce that today we are releasing the first iteration of the new heads-up display. Firstly you will notice that the screen is much less cluttered now as lots of the informational text has been replaced with bars and icons. A notable feature is that the oxygen and hydrogen bars indicate how many bottles you have in your inventory that are capable of replenishing your personal supply. The HUD contains a new speedometer and inventory capacity bar which updates as you fill your character"s backpack, while the main toolbar has had numerous visual changes made to it while still retaining elements of the classic style.
Nearly every element of the user interface has been updated including the main menu, block screen, control panel and much more. You will notice new icons on all of these pages and screens too! Overall, the UI and HUD now looks much cleaner, higher quality and more immersive! Lastly, as mentioned in previous videos, the HUD is fully moddable so modders… go crazy!
Hello, Engineers! Today we are making changes to the release system to be simpler and involve the community more. The main change is that we are removing Develop branch from the game. There will be only one branch and updates will be tagged as Minor or Major. We will still patch the game every week with Minor updates, but Major updates will not be scheduled with strict dates in advance but rather will be released only when everything is completely tested, fixed and approved by a closed testing group to ensure the build is OK. Also we will leave the previous update as a separate rollback branch on steam - so you can always switch one update back.
Hello, Engineers! Today’s update contains numerous multiplayer improvements and LOD optimizations. Firstly, there should no longer be cases of missing planets, asteroids and grids when connected to multiplayer servers. We also added a loading wheel to indicate when anything from the server is being streamed to the client. This will definitely help players by letting them know that the surrounding environment is still loading when selecting a medbay in the respawn screen. Additionally, there were some other minor desync fixes made this week. For example, you should not see any HUD warnings from other connected players from now on.
Lastly, we have created a much more detailed guide for the cutscene editor which you can find on the forums. This is part of our ongoing efforts to produce more guides for the modding and scripting of Space Engineers.
Hello, Engineers! This week’s update comes with some improvements to the overall game while the team continues work behind the scenes on the new HUD, performance, physics and multiplayer among other things. So to start with, a significant number of blocks, all of which are larger than 1x1x1 in size, now have improved placement behaviour. This includes medical rooms, large hydrogen thrusters, refineries, and many more. A good example of these changes is that you will now be able to place a medical room on a single armour block, this was not possible before. There will also be additional blocks with conveyor ports that will try to align with other conveyor ports when being placed. Certain elements of ship construction should be slightly faster and more intuitive thanks to these changes!
In other news, there’s a group from Keen Software House at GDC 2017 this week including the producer of Space Engineers, the producer of Medieval Engineers and a red Space Engineer… This coming Friday, they’re organising a fan meet-up so if you’re going GDC and would like to join in, please contact Deepflame via the KeenSWH Discord: https://discord.gg/KeenSWH[1]
Hello, Engineers! To start with, let us explain what happened yesterday. We were planning on releasing the new HUD this week but due some technical complications and internal feedback, the team decided it was better to postpone this feature, giving us more time to improve and polish it before a first public release. At least now, you can rest easy knowing that it’s not too far away!
Instead, we are releasing the cutscene editor today which will allow mission and scenario makers to create cutscenes from within the game. You will need to set up the triggering of cutscenes using the visual scripting tool, which is what the editor is mainly designed to be paired with. Although, it could also prove to be a useful camera tool for other content creators as there is preview button in the menu. Over the next week, we will be creating a more detailed guide for it - so stay tuned.
Hello, Engineers! This week’s update contains more improvements to the overall game and modding. Most noticeably, we’ve added lens flares to the sun. This should also be fully moddable so I look forward to seeing what modders can come up with. Please let us know your feedback on this graphical update in the comments below.
Last week we added arrows to the block ghosts of LCD screens so you know their orientation before you place them and in survival mode, players can no longer take blueprints of grids they do not own and cannot transfer ownership to enemy players.
Hello, Engineers! This week’s update contains more improvements to the overall game and modding. There’s now mirrored versions of wheels so you can have the tire tread facing the same direction on both sides of a vehicle. The texture of light and heavy amour has been updated, it should now look cleaner and less noisy. Most noticeably the tiling of corners and inverted corners is less noticeable as lines on the textures are softer. Additionally, merge blocks have been visually adjusted to match their air tight status and central blast door blocks have been tweaked slightly.
Hello, Engineers! This week’s update contains more improvements to the overall game and modding. For example, there’s new block models for the oxygen generator and corner lights. Also, the hitbox on small grid automated turrets has been reduced which should help when flying into smaller hangars and make the placement of them on the underside of ships much less problematic.
Hello, Engineers! This week’s update contains more improvements and tweaks for block models. For example, axles on all wheel suspension blocks have been made thicker which makes wheeled vehicles look much sturdier. There’s been changes to the air-tightness of some blocks. This includes the merge block, timer block and oxygen generator now being airtight from all sides. Also, some block icons and all component icons have been updated.
Hello, Engineers! This week’s update contains a large amount of fixes including a major one for landing gears which were having issues locking to both voxels and grids. The landing gears 3d model has also been adjusted so that the base of it is more central and does not protrude as much. There has also been other model improvements including updated models for the oxygen tank, blast furnace, upgrade modules and the spotlight. The sliding door block now has emissions that shows it’s status, bringing it in line with the standard door. Some of these changes were in fact made because of comments from the community. So thanks for all of the feedback and you can expect to see more of these visual tweaks in the coming weeks.
Hello, Engineers! This week’s update contains some major improvements to the the physics engine and optimizations to voxel performance. Notably, wheels have been given some much needed attention as well as pistons and rotors. Standing and walking around on a fast moving ship should be more stable and you may also notice that you can finally use a piston as a moving platform. Before this update, you character would just slide off. Voxel performance has been increased by around 60% so you should see more gains in FPS on planets.
Over the last week, the team has been chasing down more bugs. One of which is the mysterious black screen issue which is due to scaling on Windows 10. It’s not limited to Space Engineers either and appears to be happening with other Steam games. We have posted a workaround for it on our forums and hope that it will properly resolved soon.
There were also some significant crashes fixed. The bug reports that you’ve been sending in have helped us massively so please continue doing this whenever you come across issues. It really does speed up the process of bug fixing. You can click the button in the main menu which will take you directly to the bug report forums. Alternatively, you can type: www.praiseclang.com into the internet browser of your choice. In the new year we plan to address the overall survival gameplay experience and the HUD among other things.
Hello Engineers! This week is in the sign of more bugfixes and improvements - as planned after the Beta release last week. We fixed a lot of bugs that have caused thousands of crashes - and we will continue until we will find and crush them all!
Hello Engineers! Today, we are pushing all the features from last week’s enormous update to the stable branch. Just in case you missed the news, this includes the total block redesign, new multiplayer netcode, a tutorial campaign and much more! We wanted to make this great update available to all players as you’ve been asking for it all week! In combination with this today’s bug and crash fixes, you should be able to enjoy a stable gameplay experience. This update also marks the transition of Space Engineers moving to Beta phase.
Improved building (block size is automatically picked by the grid that you are pointing to; you can change the size manually by pressing the block button on your toolbar again)
Hello Engineers! We are very happy to announce that today, we have a massive update for you, the one that’s been months in making. There’s the total block redesign, new multiplayer netcode, a tutorial campaign and much, much more!
Aside from the redesigned blocks, we also have a couple of completely new ones to add. These are of course the corner lights and corner LCDs (available for small and large grid) and created by Arindel so many many thanks to him! They really did help the level designers with creating the desired atmosphere of the missions.
Thanks to Rexxar, there are more advanced admin tools in the Space Master menu. This is just the first iteration, and more tools may be added in the future. We’ve also redesigned permissions ingame, adding new Scripter and Moderator roles.
For more details on these features, check this thread. There are some important and exciting modding changes this week, including a new way for mods to store custom data inside entities, please see the link below for more details if you are modder or a scripter.
Next up, we’ve got the tutorial campaign. This is a short campaign mainly designed to help new players get into the game - but should be a lot of fun for existing players too, as it’s a great showcase of the storytelling potential in Space Engineers.
We improved building by making the block size get automatically selected by the grid that you are pointing at; you can change the size manually by pressing the block button on your toolbar again so you are still able to create a new grid from any block.
Improved building (block size is automatically picked by the grid that you are pointing to; you can change the size manually by pressing the block button on your toolbar again)
Hello Engineers! Today, we have more bug fixes for you. We are extremely busy preparing some pretty big updates coming in the next couple of weeks and we hope that you’ve all had time to experiment with the new multiplayer prototypes that we made available last update. Since then, there’s been an incredible amount of useful feedback posted across various platforms and we thank everyone for their help. The teams were able to gather large amounts of information from the crashes and bugs that may have been difficult to find had these evaluations not been public.
Hello Engineers! This week’s update is bringing improvements to Space Master and the remote access screen. By opening the space master screen, you will now see a new option which allows you to set a continuous trash management interval. This means that after the set amount of time, the game will remove, stop or depower all grids that match the selected requirements. We’ve also slightly redesigned the remote access screen. It allows you to take control of a grid directly from this menu and has status indicators for each grid. These indicators will let you know if there are issues with connection, ownership or the remote control block.
New multiplayer prototype builds: Rock, Paper, Scissors (you will find more info in Marek"s blog post: http://blog.marekrosa.org/2016/11/space-engineers-public-multiplayer_24.html )
Hello Engineers! In today’s update, we are adding Steam achievements for Space Engineers. They already cover a pretty wide range of activities so get hunting - but we also have the ability to add more in the future as the game develops further.
You can now use double mouse click to activate hand tools continuously which should come in handy for those longer survival sessions. An improvement made to sensor blocks is that you can now toggle on or off the detection of subgrids on a grid where a sensor is placed. The bugs fixed this week include button panel text only appearing for a short moment, ship dampeners seeing un-fueled hydrogen thrusters as powered and the properties of subgrids not being updated. Lastly we made some major changes to the programmable block API, including adding new raycast functionality for cameras. If you’re a scripter, you can find the guide explaining these changes here: http://forum.keenswh.com/threads/new-camera-raycast-and-sensor-api.7389290/
There will be some bigger updates over the coming weeks, including corner lights and corner LCDs and more parallelization. The redesigned blocks are even nearer to completion, as the artists are now mostly working on LODs at this point. Also, the new multiplayer prototypes are undergoing internal testing at this time and we look forward to sharing the results of this with the community.
Hello Engineers! With this week’s update, we are adding support for modding fonts in Space Engineers. We are also adding a new font into the vanilla game. This is a monospace font recently made into a local mod by Krypt, so many thanks to all the modders! If you access an LCD panel via the terminal you will now find a font selection dropdown.
Hello Engineers! This week’s update contains a good amount of bugfixes. We fixed numerous crashes related to parallelization and other bugs fixed this week include ships with hydrogen thrusters slowly losing altitude, gatling turrets being unable to target anything directly above them and respawn ships spawning outside world limits.
We are happy announce that we will be adding Arindel’s corner lights and corner lcds to the vanilla game. These blocks are very nice indeed and should be releasing in the next couple of weeks. Check them out now via the Steam Workshop:
We also give you a small sneak-peak into our improved drone AI which is being worked on at the moment - for example, drones can now strafe, use static weaponry and ship tools and target different grids/blocks/players. For now, this behaviour can only be activated and configured using visual scripting. In the future, we plan to have all drones, cargo ships and pirates in the game using this behaviour. You will also be able to mod your own behaviours. Using the visual scripting tool, you can have drones perform different tasks and follow waypoints when needed allowing them to navigate tight spaces. These are just some of the many possibilities that scenario creators will have at their disposal, so check out the update video!
Hello Engineers! This week’s update brings a fresh batch of bug fixes and improvements. The visual scripting tool should be working for everyone as we fixed some issues and crashes related to it so now you can get to work on your very own campaigns and scenarios! We also increased the number of characters allowed for LCDs to just over 100,000. Bugs fixed this week include a phantom power drain when using a merge block, the view distance setting not updating and the rifle continuing to fire after going to the ESC menu. Lastly, many crashes were resolved, including ones related to the use of local mods.
Hello Engineers! This week we are releasing the visual scripting tool which also comes with some other improvements that should help all the Keen mission and scenario creators out there. For a steam guide continue here: http://steamcommunity.com/sharedfiles/filedetails/?id=779965489
You may notice that the main menu is now organized differently. At the top, there is a continue game option which will resume your last loaded world. Below that, you have a missions button. By clicking on this you can access the official example mission. Expect workshop support for missions and scenarios in the coming weeks. When that support comes, you will be able to find subscribed missions in the same screen.
We’ve added directory structure support for the load world page. This can currently only be utilized out of game using Windows explorer. Although backups can now be accessed directly in game with the new backups button on the left side of the page. To access subscribed worlds via the steam workshop, click the workshop button, which is also located on the left side of the page.
Hello Engineers! This week’s update brings you more parallelization improvements. Grid loading is now processed asynchronously, which translates into less freezing when copying/pasting grids and while spawning cargo ships and drones. It also significantly reduces load times.
Hello Engineers! Today"s update brings another batch of bug fixes and improvements. We have re-enabled the station voxel support option. Once again you can find this option in the advanced world settings although it has now been renamed as "unsupported stations". By enabling this option, grids will no longer become dynamic when disconnected from static grids. Bugs fixed this week include sensors not detecting large grids, rocks on planets only containing iron and issues when crashing a ship while looking through a camera.
Hello Engineers! Today"s update brings more important bug fixes and improvements - configurable block limits & performance warnings were added to the game, primarily to help server admins maintain their servers more easily. These limits can be set up in the server configurator for dedicated servers, or in world settings for singleplayer and multiplayer. Another addition is improved NPC pathfinding for wolves and sabiroids.
Hello Engineers! This week’s update is mainly about bug fixes and improvements, some ModAPI changes, and there is also an update for stable branch. The update to the stable branch contains features like chat history, backup saves, improved meteors and the block rotation animation, taking it to version 1.149. You can also enjoy a sneak peak at our process of redesigning block models - we can’t wait to see how the game will look once all blocks have been redone!
Hey there, Engineers! Today"s update brings you a round of bug fixes and improvements. One of the major improvements this week was to the placement of asteroids. In previous versions, asteroids were spawned quite far away from planets in prefab worlds. They can now spawn at the very edge of a planet’s gravity well. This improvement should improve planetary survival gameplay.
In this week"s update to the development branch, we"re releasing the new realistic sound mode for Space Engineers. The new sound mode can be enabled via the world options (the original mode was named arcade mode). It’s also worth mentioning that there are new sounds being released in this update for both modes, such as choking and damaged block sounds.
Hey Engineers! In today’s update to the development branch, we"re releasing the first batch of render improvements. Proper PBR rendering has been introduced, along with adding Nvidia HBAO, static decals on models, and tons of other features and improvements. Please keep in mind that this is still work in progress - more improvements and optimizations are on the way. We would also like to ask for your feedback and bug reports in the bug section of our forums: http://forum.keenswh.com/forums/bug-reports.326950/ Thanks a lot in advance!
Hello Engineers! This week"s update brings you a round of bug fixes as well as the next developer diary - this week, you"ll hear from one of our artists, Natiq, who will tell you more about the upcoming new look for blocks in our game.
Hello Engineers! This week"s update brings you a round of bug fixes and improvements, as well as the addition of the auto orientation feature. In our dev diary this week, you"ll hear from Space Engineers programmer Lukas, who will tell you more about the visual scripting he"s been working on.
Meteors and meteoroids now have different particles. Meteoroids have a dusty debris effect as they travel through space, but as they enter an atmosphere (becoming meteors) the particle effects become more fiery and smokey. They now also create bigger and better looking craters on impact. Lastly, they have been balanced to target your structures less frequently and less accurately.
This week’s update brings another round of bug fixes and improvements. We"re also trying something new today, bringing you the first in an upcoming series of Space Engineers dev diaries.
This week’s update brings a new batch of bug fixes and improvements. Firstly, the update now allows you to turn off solar panels. Bugs fixed this week include projected antennas broadcasting, incorrect construction stage orientation for some blocks, cockpit toolbar issues, and the control hints cube being stretched. We’ve also fixed a number of crashes caused by changes to the planetary code last week.
This week"s update brings you several improvements for modders that we"ve merged from our community on GitHub, plus more bugfixes. From Tyrsis we have production API changes and terminal changes, so modders can now create their own terminal interfaces such as buttons, sliders, etc. Another addition is Malware"s Ship Data update and remote control fixes that makes Coop mode work when a conveyor block (or any block that doesn"t have an owner) is between the master and slave assemblers. And last but not least, we have Rexxar"s projector ModAPI changes which have added more ModAPI interface to the projection API.
Hey Engineers! In this week"s update, we"re bringing you a few important bug fixes. We fixed the autopilot not being able to turn itself off, and not being able to descend below 60 meters on Planets. We also fixed piston heads, rotor heads, and wheels detaching when reloading a world. Keep in mind that we"re also working hard on optimizations and the netcode behind the scenes. This week we"ve also included something extra for modders - a Testing Tool and Animation Modding Tool.
Also, music is now divided into different categories (space, planet, building, fighting etc) and played according to the current game situation e.g. building theme when building, fighting theme when fighting. Connectors should be much more stable after today"s update as we have introduced something that we call "connector welding". They now function similar to landing gears where two ships connecting together will become one physical object. Finally, weapon spread has been added to the game.
Please also note that as announced earlier this month, today we have stopped developing the 32-bit and DX9 version of Space Engineers. From now on we will focus exclusively on developing DirectX 11 and 64-bit Windows.
For those who want to keep playing Space Engineers on Windows XP, 32-bit Windows and the DirectX 9 configuration, you can still enjoy the game by accessing your copy on Steam. (To switch to the DX9 branch on Steam, right-click on Space Engineers on Steam, chose Properties, go to the Betas tab, and change your build to "DX9/WinXP".) You will be able to launch the game without any issues, but no new content will be added from the end of March 2016. A guide for how to do this is available here: http://blog.marekrosa.org/2016/02/space-engineers-news-full-source-code_26.html.
In this week"s update, we"re bringing you a few new features. We"ve prepared a new respawn ship system for you, replacement of destroyed wheels, worked on the autopilot, and added a new sound when putting the helmet visor up and down. Landers now spawn lower in the atmosphere, so players don"t have to wait until the ship reaches the atmosphere. Also, ships with ion thrusters are now spawned in space instead of the atmosphere. Replacing destroyed wheels is done by clicking on the button in the terminal. When the wheel is not damaged, the button is grayed out. Lastly, autopilot should follow the points correctly and should not randomly turn on.
NOTE TO MODDERSModAPI has been changed in this release. We made most mods compile with the new references and also updated the usage. However, it"s still possible there are some mods that use references directly to namespaces and won"t be replaced automatically. For more details, follow the link below.
This week brings a new and updated character model into the game featuring an animated visor and PBR textures. This also brings more modding possibilities for your custom characters, so check out the helmet animation modding guide below. Other small features include pulsing highlights and new ambient sounds which create a better atmosphere in the game. Also, we fixed the freezing/crashing caused by mining on dedicated servers. Multiplayer optimizations continue with more blocks being rewritten in the new multiplayer code.
This week’s update is introducing an important feature to rotors and pistons. Just like pistons have been doing for a while, rotors now also lock by default at around 100m/s. We"ve also added the ability to manually choose the speed at which pistons and rotors lock as well a safety lock override checkbox. A new audio distance (echo) system has been implemented into our engine this week which means the volume of sound effects will change depending on your distance from the sound source. Some changes regarding ownership when building in space master have been made. When building with creative mode tools enabled in space master, the ownership of any block that you place will automatically be assigned to you. New rifle sounds have been added which will help you to identify the different variants. Lastly, we are releasing a new texture modding tool which is designed to help modders create game-ready textures. A guide for the new tool can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=635927143
We fixed batteries and solar panels not outputting power, we resolved the issue with safe environment on dedicated servers and improved the visual feeling of trees and bushes that may have looked like a plastic. Also we fixed as issue with LCDs screens where images would be displayed there permanently.
jumping (SPACE) mechanic changes; players have some light aerial control during jumping, so it is possible to traverse the planetary terrain more easily. Also, jump force was added to the characters sbc file so modders can now make jump suit mods
We resolved the issue with crashes caused by using custom skins. But be careful as your character may die due to lack of oxygen until this custom skin has been fixed by its creator. A guide how to fix custom skins can be found here: http://forums.keenswh.com/threads/character-skins-crashing-after-01-118.7378645/
Important messageFor those who are using custom skins on characters, especially modders. Due to a fixed oxygen consuming bug the game may crash when using custom skin on characters. To fix this, follow this link: http://forums.keenswh.com/threads/character-skins-crashing-after-01-118.7378645/
For this week we prepared a roadmap highlighting the future plans for both of our games. It covers everything that will be implemented in the coming months for Space Engineers and Medieval Engineers. Follow the link to Marek’s blog for more details: http://blog.marekrosa.org/2016/01/the-ksh-roadmap-for-2016-space_14.html
We also released a brand new modding guide for creating mount-points in Space Engineers. Today"s update also brings a new batch of bug fixes like physics crashes, sensor lag, improved gameplay experience and performance when copying and pasting objects.
This is the official guide for creating mount-points in Space Engineers. Mount-points determine areas where each block can be attached to another: http://steamcommunity.com/sharedfiles/filedetails/?id=581270158
The howling of a beast comes to Space Engineers in this latest update. This beast roams the lands of the Earth-like planet, stalks their prey and then attacks when you are busy repairing your base. Cyberhound is a predator with laser eyes and a nasty trick up its sleeve to use as a last resort. They also contain some loot that you can collect after you manage to terminate them.
sabiroids (what is known by community as "space spiders"): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders