custom data button disappearing lcd panel space engineers brands
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.
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.
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.
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: 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.
Note: Space Engineers currently does not support nVidia/AMD 3D vision and it should be disabled in the nVidia/AMD control panel, otherwise it can cause various issues.
Attach one or all save folders. You have to enable hidden files in order to see the Save folder. Save folders may contain MBs of data, be careful when sending them. Emails usually don’t like attachments larger than 10 MB):
What if you can’t find the AppData Folder? Run “Folder Options”, then go to the View tab and click the option that says “Show hidden files, folders, and drives” so you are able to see hidden folders, then you should be able to see it.
Many of the most common issues experienced while playing Space Engineers can be resolved without assistance. Choose any of the below categories according to the problem that you are experiencing. If you can’t find a solution in any of the suggested solutions, please report your problem at our dedicated support site by following the above guide.
Solution: Open %appdata%\SpaceEngineers\SpaceEngineers.cfg in a plain text editor like notepad. Find GraphicsRenderer – it is usually near the top. Change its value to DirectX 11.
Cannot create log file: System.UnauthorizedAccessException: Access to the path ‘C:\Users\YourUserNameHere\AppData\Roaming\SpaceEngineers\SpaceEngineers.log’ is denied.
Solution: Some users are reporting this problem after switching to Windows 10. In some cases we have found that the users have copied files from their old operating system to the new one. In other cases it seems to be an issue created by the Windows 10 upgrade. This creates the problem where the old files have different ownership credentials from the new user account on Windows 10. This prevents Space Engineers from accessing them.
The various LCD Panel blocks are a great way to add a human touch to a ship or base by displaying useful images or text. For LCD configuration and usage, see LCD Surface Options.
Note: Some functional blocks, such as Cockpits, Programmable Blocks, Custom Turret Controllers, and Button Panels, have customizable LCD surfaces built in that work the same way as LCD Panel blocks, which are also discussed in detail under LCD Surface Options.
LCD Panels need to be built on a powered grid to work. Without power, they display an "Offline" text. While powered without having a text, image, or script set up, they display "Online".
LCD Panel blocks come in a variety of sizes from tiny to huge (see list below) and are available for large and small grid sizes. Note that LCD Panel blocks all have connections on their backs, and very few also on a second side.
All LCD Panels and LCD surfaces work with the same principle: They are capable of displaying dynamic scripts, or few inbuilt static images accompanied by editable text. Access the ship"s Control Panel Screen to configure LCD Panels or LCD surfaces; or face the LCD Panel block and press "K".
A Text Panel, despite its name, can also display images. On large grid, it is rectangular and does not fully cover the side of a 1x1x1 block. On small grid it is 1x1x1, the smallest possible LCD block in game.
On large grid, you choose the Text Panel when you need something that has rectangular dimensions that make it look like a wall-mounted TV or computer screen. If you want to display images, this one works best with the built-in posters whose names end in "H" or "V" (for horizontal or vertical rotation). On Small grid, you place these tiny display surfaces so you can see them well while seated in a cockpit or control seat, to create a custom display array of flight and status information around you.
Corner LCDs are much smaller display panels that typically hold a few lines of text. They don"t cover the block you place them on and are best suited as signage for doors, passages, or containers. They are less suitable for displaying images, even though it"s possible. If you enable the "Keep aspect ratio" option, the image will take up less than a third of the available space.
These huge Sci-Fi LCD Panels come in sizes of 5x5, 5x3, and 3x3 blocks, and can be built on large grids only. These panels are only available to build if you purchase the "Sparks of the Future" pack DLC.
They work the same as all other LCD Panels, the only difference is that they are very large. In the scenario that comes with the free "Sparks of the Future" update, they are used prominently as advertisement boards on an asteroid station.
This LCD panel can be built on large and small grids. The transparent LCD is basically a 1x1x1 framed window that displays images and text. It is part of the paid "Decorative Blocks Pack #2" DLC.
What is special about them is that if you set the background color to black, this panel becomes a transparent window with a built-in display. In contrast to other LCD Panels it has no solid backside, which makes it ideal to construct transparent cockpit HUDs, or simply as cosmetic decoration.
While configuring an LCD Panel, the GUI covers up the display in-world and you can"t see how the text or images comes out. In the UI Options, you can lower the UI Background opacity to be translucent, so you can watch what you are doing more easily.
Whenever you apply a breakout to a Bar Chart, the visualization is broken into several sets of bars, one for each axis value. By default, the axis values are set by the Breakout options, but you can click the Transpose button to switch the axis values (Breakout options) with the legend values (Data Source options).
In the survey builder, you’ll notice that single answer questions always have radio buttons (circles). You can change how these buttons appear to your respondents based on the layout you have selected in the Look & Feel menu.
Single answer questions have a variety of response requirements you can add to the questions. The Add requirements toggle allows you to add force response or request response validation to your question. The Add validation toggle allows you to add custom validation to your question.
Novellus Dea: Just DessertsNovellus Dea is launching on VIRo Playspace just in time for the holidays! Join her for a nice meal and skip straight to dessert.
Private spaces now has a new avatar look and feel. This is designed to emphasize touch over all else. Create a room and invite someone for some private intimate action. We"re developing the social features more and more so expect to see lots of additions to this soon.
XR platforms have a rich variety of input features that you can take advantage of when you design user interactions. Your application can use specific data that references positions, rotations, touch, buttons, joysticks, and finger sensors. However, access to these input features can vary a lot between platforms. For instance, there are small differences between the Vive and the Oculus Rift, but a VR-enabled desktop platform and a mobile platform like Daydream differ a lot more.
Unity provides a C# struct called InputFeatureUsage, which defines a standard set of physical device controls (such as buttons and triggers) to access user input on any platform. These help you identify input types by name. See XR.Input.CommonUsages for a definition of each InputFeatureUsage.
Each InputFeatureUsage corresponds to a common input action or type. For example, Unity defines the InputFeatureUsage called trigger as a single-axis input that the index finger controls, regardless of which XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info platform you use. You can use InputFeatureUsage to get the trigger state using its name, so you don’t need to set up an axis (or a button on some XR platforms) for the conventional Unity Input system.
(1) Sandwich button refers to the Vive menu button. This button is mapped to primaryButton, rather than menuButton, in order to better handle cross-platform applications.
An InputDevice represents any physical device, such as a controller, mobile phone, or headset. It can contain information about device tracking, buttons, joysticks, and other input controls. For more information on the InputDevice API, see documentation on InputDevice.
You can read an input feature, such as the state of a trigger button, from a specific InputDevice. For example, to read the state of the right trigger, follow these steps:
To get a particular button, touch input, or joystick axis value, use the CommonUsages class. CommonUsages includes each InputFeatureUsage in the XR input mapping table, as well as tracking features like position and rotation. The following code example uses CommonUsages.triggerButton to detect whether the user is currently pressing the trigger button on a particular InputDevice instance:
Different controller configurations provide access to different features. For example, you might have multiple controllers on one system, different controllers on different systems, or different buttons on the same controllers with different SDKs. This diversity makes it more complicated to support input from a range of XR systems. The Unity InputFeatureUsage API helps you get input that isn’t platform-dependent.
The following example accesses the InputFeatureUsage called primaryButton, no matter which controller or input device provides it. The example includes a class that scans the available devices for the primaryButton as they connect. The class monitors the value of the feature on any connected device and, if the value changes, the class dispatches a UnityEvent.
The following PrimaryReactor class uses the PrimaryButtonWatcher to detect when you press a primary button and, in response to a press, rotates its parent GameObject. To use this class, add it to a visible GameObject, such as a Cube, and drag the PrimaryButtonWatcher reference to the Watcher property.
Hand-tracking data consists of a Hand object and a series of up to 21 Bone input features. Each Bone has a position and orientation, as well as references to both its parent and any child bones in the hierarchy. The Hand object can get either the root bone, or a list of bones for each individual finger.
Input devices support eye-tracking devices, as well as hand-tracking devices. Eye-tracking consists of the left and right eye positions, the location in 3D space where the user is looking, and the amount that each individual eye is blinking. Its data type is Eyes. To retrieve it from a device, use CommonUsages.eyesData.
You can still use the legacy input system, consisting of Input and XR.InputTracking, to retrieve XR input features. To do this, use the appropriate legacy input indices from the XR input mappings table on this page. In the Input section of the Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info (menu: Edit > Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info > Input), create an axis mapping to add the appropriate mapping from input name to axis index for the platform device’s feature. To retrieve the button or axis value, use Input.GetAxis or Input.GetButton and pass in the now-mapped axis or button name.
Need help in detecting clashes with Navisworks? Our team at VIATechnik can create custom clash tests to test scenarios unique to your project. Contactour Navisworks clash detection consultants to get started or visit our BIM services to find out how we can help you with your projects.
You don’t need to have the Properties window open in Navisworks to see identity data for objects. Under Options > Interface > Quick Properties, you can enable “Show Quick Properties.” Now when you hover over an object, some properties of the object will appear over your cursor. To customize what properties appear, under Options>Interface>Quick Properties>Definitions, you can define what parameters are shown.
Trying to find an optimal path for your pipe or ductwork within a plenum space? Create a top and bottom section plane using the sectioning tool, such that the distance between the planes are set to be the height of your ductwork or pipe. Link the section planes and adjust the plane until you find an elevation with a clear path for you to run your trade.
Want to look at your clashes from the same perspective? Want to look for your clashes when it disappears in the scene? Click your Home button. To set the home view, move the entire building with Ideal Angle, right click the House symbol on the right corner of scene and choose “Set Current view as Home.”
When you use Navisworks to open up the model from GLUE, check your left bottom status often to make sure you are connected to the GLUE. After you hit the Save button, if you see a window that says “a new updated model has been uploaded by (Null)”, then this means you are disconnected from the server. You can click the BIM 360 Tab and then the Model in the left side to reconnect.
Use “Appearance Profiler” to create a custom appearance for a particular system or family. You can use sets or property values to select a specific group of items. You can also export your saved appearance profiler as a DAT document.
Want your model to look more appealing when doing an animation? Go to Options>Interface>Display. Under Graphic Systems, unclick “Auto-select” and under system, switch from “Basic” to “Autodesk.” Then go to Interface>Display>Autodesk. Make sure “Screen Space Ambient Occlusion” is selected. Change “Shader Style” to “Phong.”
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.
An action you just performed triggered a security alert and blocked your access to this page. This could be because you submitted a SQL command, a certain word or phrase, or invalid data.
Good component selection underlies the success of every electronic product - so just how does the designer go about choosing the most appropriate component? Gone are the days of the design engineer thumbing through their dog-eared component data book, jotting down a part number on a paper parts list, and throwing that parts list over the wall to purchasing for the first production run.
While the highly compressed design/test/manufacture product development cycle means the designer has very little room for error as they select the components, the tightly enmeshed nature of the component information stream - from the manufacturer, to the supplier, to the search aggregation portal, means that accurate component-choice information can be placed right on the designer"s screen, as she scrolls through a list of potential components. Altium recognizes the critical role that component selection plays in the design process, and develops software technologies, products and teams that help deliver easy-to-use, detailed and accurate component data and component selection systems, directly in to the designer"s workspace.
This ability to inject supply chain details directly into the BOM changes the role of the BOM document in the PCB project. No longer a simple output file, ActiveBOM raises the component management process to sit alongside the schematic capture and PCB design processes, where ActiveBOM"s BomDoc becomes the source of all Bill Of Materials data for the PCB project, for all BOM-type outputs. ActiveBOM is now the recommended approach to BOM management.
As well as the components placed in the schematic, additional components and BOM-specific data can be added directly in ActiveBOM, for example; yet-to-be-detailed parts, fasteners, the blank board, or the mounting glue. Custom columns can also be added, including a specific Line number column, which supports both auto and manual numbering, with full copy/paste support.
As the design community came to understand the hazards of working with components in an ad-hoc manner, better approaches were developed. The design teams developed checking and sign-off processes for the design components, and built databases to better manage the components used in their designs. The design software developers helped by delivering better ECAD library systems, such as database libraries, which allow the design component to couple to the component record in the company database. But these solutions were custom-crafted, and often required the design team to interact with and manage the design data through multiple software tools. And they also did not solve the ultimate question - we"re just about to go to production, is that part actually available??
The third level of support for an unmanaged component is to add a Solution directly in ActiveBOM. In previous versions of ActiveBOM, Solutions for unmanaged components were added as Supplier Links, limiting the supply chain data to the specified supplier. Now when a Solution is added to an unmanaged component in ActiveBOM, it is added as a Manufacturer link (manufacturer name and part number). This gives the Solution full supply chain support, the software can use the Altium Parts Provider to access detailed and up-to-date supply chain information for all current suppliers of that part - just like a Part Choice defined for a managed component.
Components are the foundation of every electronic design. When you"re creating a design you can divide the components into two groups - the components you already have, and the components you still need to get. Altium Designer includes a panel for working with each of these component-groups.
Both panels include powerful search capabilities. Enter a query in the main Search field to perform a string search, or progressively refine the search criteria using component type Categories and smart Filters – or use both capabilities together.
The Components panel is used to access your own collection of components, both managed and unmanaged. Unmanaged components can be stored in any of the available file-based library types (SchLib, IntLib, DbLib, etc), and managed components can be stored in any of the managed content storage systems (Altium Vault, Server, etc).
To help with this the Manufacturing Part Search panel has been developed - providing a window into the component world. Harnessing the power of the Altium Parts Provider, the panel gives instant access to a vast array of components from a broad range of manufacturers.
ActiveBOM"s working BOM document is referred to as a BomDoc. Add a new BomDoc to the project via the File » New sub-menu, or right-click on the project in the Projects panel. Note that each PCB project can only include one BomDoc.
As additional components are placed on the schematic they are automatically added into the BomDoc. Additional BOM Items and additional parameters can also be manually added directly in ActiveBOM, via the Add new button, located above the component list. Refer to the Custom BOM Items and Columns section to learn more.
The default grouping for the Base and Consolidated views is by the component ItemID for managed components, or Library Reference for unmanaged components. This can be refined by enabling additional or alternative parameters in the Component Grouping dialog, accessed from the Properties panel.
Solutions (cyan highlight in the image) - the highest ranked manufacturer + supplier(s) from the Supply Chain. The number of solutions (manufacturer parts), and the number of suppliers of each solution, are configured in the ActiveBOM Properties panel - these are indicated by a solid, colored banner in the supplier tile. Ranking is automatic, and can also be manually defined, as discussed in the Understanding the Solution section below.
BOM Status (green highlight in the image) - an indication of the current risk associated with each component. Hover over an icon for a description, or alternatively, enable the detailed BOM Status column in the Properties panel to display the description.
The display of a columns and the definition of Aliases can be managed in the Columns section of the ActiveBOM Properties panel. To add a custom row, component or column, click the Add new button above the component list.
BOM management for a PCB design project requires the management of components and BOM Items beyond those placed in the schematic and PCB. There are many cases when custom BOM Items or parameters will be used in the PCB design project. For these situations, ActiveBOM supports adding additional BOM Items and columns (parameters), which can then be included in the generated BOM:
Custom row - an easy way to add a custom BOM Item that needs to be accounted for in the design (bare board, glue, etc). All fields in a custom row are user-defined. Custom rows are not managed by ActiveBOM, for example if the quantity is set to 3, there will not be 3 separate items displayed in Flat view. Supply chain searching is also not supported for custom rows.
Custom Item - an additional BOM Item, this is typically for those items that will be needed but are as yet not fully known or do not yet exist in the library. This allows these items to have their cost included in the overall board costing estimation.
After adding a Managed Component or a Custom Item, right-click on it and select the Add Instances of command to define the designator prefix and separator, and the quantity. All other parameters, such as the Description, can be edited directly in the BOM Items grid.
To edit the designator, or to remove an instance of a Managed Component or a Custom Item, right-click on it and select the Edit item command, the Change / Remove dialog will open.
Use the Column tab of the Properties panel to quickly find, view and manage column visibility, name or aliases. When there is an alias defined for a column name, this is displayed in the BOM Items grid.
By enabling the relevant Sources button (above the Columns list), the BOM can also include information taken from the following additional data sources:
The checkboxes below the Columns list are convenient filters for the Columns list, use these to add/remove a data source from the Columns list, without removing the data from the grid.
As well as using the Altium Parts Provider it is also possible to connect to an existing company database, via an ODBC connection. This is achieved by installing the Custom Database Parts Provider extension and enabling it as a provider in the Data Management - Parts Providers. This extension effectively allows the company database to behave as a Managed Content Server parts provider. To learn more, read about Custom Database Parts Providers in the Supply Chain Management page, or watch this video.
For PCB designs with assembly drawings, or for BOM data exchange between design engineers, cost engineers or purchasing specialists, the BOM line number (BOM Item position No) is a simple method used to individually distinguish BOM lines, which can then be used to explicitly identify or find the corresponding callout, component and depiction in the design.
As the project BOM data source, ActiveBOM supports user-defined Line #’s for the project BOM, and has both manual and automatic Line # (BOM Item position No) management features.
Any number of BOM Item grid configurations can be saved - each of these is referred to as a BOM Set. After configuring the grid to your requirements, click the Add button in the BOM Sets region of the ActiveBOM Properties panel to add a BOM Set to the list.
Hover over the icon for a summary of that part"s status. Alternatively, enable the display of the detailed BOM Status column to display detailed information. The column can be enabled either via the ActiveBOM Properties panel, which includes a handy search box, or by right-clicking in the column header area of the BOM Items list and choosing the Select Columns command.
The Properties panel displays a list of detected BOM check violations that are present in the current BomDoc. Click the Filter icon (as shown below) to filter the main BOM Items list so that it only displays those BOM Items that fail that BOM check. Note that a BOM Item can fail multiple BOM checks.
Altium maintains a database of many millions of components, produced by thousands of component manufacturers. Since there is no single, consistent method used by those manufacturers to reflect a component"s lifecycle state, the status is based on information aggregated from manufacturers, global distributors and global sales analysis.
The idea of the lifecycle status indicator is to provide simple-to-understand information that helps you to make more informed decisions about a part, by highlighting those parts which may be problematic. However, due to the sheer volume of data and number of components that are managed, there is always a chance that the Altium status lags behind the instantaneous manufacturer status, and is therefore not up-to-date. It is not possible for Altium to guarantee the accuracy of the lifecycle status, it is recommended that if there is any doubt that you double-check with the manufacturer for authorized lifecycle information.
Ranking defined in another BomDoc can also be applied in the current BomDoc, run the Tools » Import Ranks command and select the required BomDoc. The parts in the chosen BomDoc will be compared against the parts in the current BomDoc, and supply chain rankings imported for BOM Items whose DesignItemIDs match. When DesignItemIDs match the ranking of existing MPNs in the solutions will be updated, and additional MPNs that are detected in the imported BomDoc will be added as additional solutions. Note that only SPNs that were pinned in the imported BomDoc will automatically appear after importing. Click the Refresh button to force an update of all SPNs. Learn more about the Import Ranks command.
The SPNs are automatically ranked by availability and price. Each SPN tile includes a colored banner, the color reflects the risk associated with choosing that SPN (detailed below). Because the availability and price data can be refreshed at any time from the Altium Parts Provider, the order of the SPN tiles can change.
The available suppliers are defined: in the Data Management - Parts Provider page of the Preferences dialog for this installation of the software, this list can also be filtered down in ActiveBOM in the dialog.
Through a tightly coupled set of services and teams, Altium maintains a vast catalog of components and component supply chain data. This data is delivered as part of the Altium Cloud Services, coupling into your software installation through the Altium Parts Provider extension.
As well as supporting managed components that already include supply chain information, such as those placed from an Altium Managed Content Server, ActiveBOM is also able to search for supply chain data for other components.
During design capture - using the Supplier Links feature. Supplier Links can be added to an existing schematic component by: right-clicking on the component on the schematic and selecting Supplier Links from the context menu, then locating the required part in the Add Supplier Links dialog and selecting the required supplier of that part; or by locating the part in the Manufacturer Part Search panel and right-clicking on the required supplier and selecting the Add Supplier Link command, then clicking on the schematic symbol on the schematic sheet. Note that Supplier Links are locked to that supplier, ActiveBOM cannot source that MPN from other suppliers.
Supply chain data is delivered through the Altium Parts Provider. The Altium Parts Provider can access details for a vast number of component suppliers, distributed all over the globe. The set of available suppliers is configured at two levels:
To ensure a smooth passage through the assembly process, many companies require all parts in the BOM to include multiple suppliers, and may also require alternative parts be detailed. These requirements are configured by the options in the Supply Chain section of the Properties panel.
Exclude Invalid SPNs - enable this option to remove all Suppliers that are considered invalid (red banner). This includes parts that show: no stock, no prices available, or out of date price/availability data. Refer to The Suppliers section above for more details of where this information is presented on the Supplier tile.
Click the Add Solution button below the BOM Items list in ActiveBOM, and select either Add/Edit Manufacturer Link (for an unmanaged component) or Add/Edit PCL (for a managed component).
If you are adding a Manufacturer Link to an unmanaged component, the Edit Manufacturer Links dialog will appear. To add a new link click the Add button, the Add Part Choices dialog will open.
If you are adding a new Part Choice to a managed component, the Edit Part Choices dialog will appear. To add a new Part Choice click the Add button, the Add Part Choices dialog will open.
When the Component Search OK button is clicked the Engineering Change Order dialog will open, detailing the changes needed to synchronize the schematic with the BomDoc.
For the selected variant, enable the Show Not Fitted option in the Properties panel to include these parts in the BOM Items grid. When this option is enabled, the Fitted column is automatically displayed in the Item Details.
Design data can be passed from from the board design process into an Excel Bill Of Materials, by including Field and Column declarations in the Excel template that is applied to the BOM during creation.
Columns - Column declarations are used to pass information that appears in all BOM Items, such as the: designator, description, user-defined parameters, and so on. This can also include: line numbers, PCB location data, and custom column data entered into the BomDoc. The Column declaration is replaced by the ColumnName string, with each row below being populated by that column value for a BOM Item, as shown in the image below.
When an HTML element on your page has display: flex or display: inline-flex applied to it, you can see a flex badge next to it in the Elements panel. Click the badge to toggle the display of a flex overlay on the page.
A new issue count button is now added in the Console status bar to improve the visibility of issues warnings. This will replace the issue message in the Console.
Open a Trusted Web Activity. Then, open the Issues tabs by clicking on the Issues count button in the Console status bar to view the issues. Watch this talk by Andre to learn more about how to create and deploy Trusted Web Activity.
The color-gamut media query lets you test the approximate range of colors that are supported by the browser and the output device. For example, if the color-gamut: p3 media query matches, it means that the user"s device supports the Display-P3 colorspace.
The Cookies pane in the Application panel now displays the SameParty attribute of the cookies. The SameParty attribute is a new boolean attribute to indicate whether a cookie should be included in requests to origins of the same First-Party Sets.
Open a page with low-contrast issues (e.g. this demo). Then, open the Issues tabs by clicking on the Issues count button in the Console status bar to view the issues.
After enabling the experiment, a new button will show in the Elements panel, click to switch between the existing DOM tree and the full accessibility tree.
# Chrome 72Audits panel updates, including a new audit that detects JS libraries and new keywords for accessing the Audits panel from the Command Menu
When you open Linear, you will see a new version of Roadmaps that lets you create multiple roadmaps, each with their own list of projects. Create roadmaps to roll your projects up into initiatives, product lines, or company goals — just like you may have done with milestones. Each roadmap can be customized with projects from any number of teams and individual projects can be part of different roadmaps.
On the Roadmaps page, quickly navigate between different roadmaps or view all projects in the workspace. Each roadmap can be grouped, filtered, and ordered in any way you want. In the right sidebar, we"ve added analytics so you can quickly see which teams contribute most to the roadmap"s projects, which projects are being worked on most actively, and how close projects are to being completed.
You can now bring the magic of Linear into your Notion workspace. Paste a link to a Linear issue, view, or project in Notion to immediately see a detailed preview of your data directly in Notion. This integration is opt-in and enabled by members of your workspace individually.
We gave the application interface a fresh coat of paint. Modals and popovers now have a beautiful glass effect, where the content underneath shines through. The dark theme was updated with new colors and a more saturated look that puts more focus on the content. We hope you enjoy it and would love to see remixes done using Linear"s custom themes.
We"ve added customizable settings to our Zendesk and Intercom integrations to better support your customer support workflow. In Zendesk, you can now choose when to automatically add internal notes to Zendesk tickets or reopen Zendesk tickets based on activity in linked Linear issues. In Intercom, we"ve added a setting for whether you want a conversation to automatically reopen when a linked Linear issue receives a comment. Go to Zendesk or Intercom settings to update your integration.
For Plus and Enterprise customers, we"ve enabled domain claiming so that you can claim the domain you own and not allow other workspaces to white-list it.
We have been making performance improvements to our Sync-Engine, specifically with larger workspaces in mind. First-time users should see considerable improvements in startup times when they load the application. You should also see significant improvements in startup times if you"re loading Linear for the first time in a while. More performance optimizations are in the works, stay tuned.
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