space engineers lcd panel not displaying information quotation
It does not only affect texts that are created with the API, but according to my observations, also texts that are written normally via the editor in the terminal.
It does not only affect texts that are created with the API, but according to my observations, also texts that are written normally via the editor in the terminal.
For anyone curious following this. You can still use traditional LCD panels and the WriteText() method for your updating displays in dedicated servers.
For anyone curious following this. You can still use traditional LCD panels and the WriteText() method for your updating displays in dedicated servers.
I tried to put it on another ship but it gave me the same problem, the ships were all naturally less than 600 meters away, and I checked the requirements several times.
I tried to put it on another ship but it gave me the same problem, the ships were all naturally less than 600 meters away, and I checked the requirements several times.
Joined my friend"s game hosted by him. Non-dedicated server. I made a blueprint with a couple scripts loaded in, tested that everything worked in single player, but when we used it in multiplayer only the host could see the scripts update. The text doesn"t get sent to clients. It updates every detail of a panel but not the text. All LCDs, cockpit LCDs, programmable block LCDs, etc don"t update. Opening the panel shows there is no text but the host confirmed the panel is not blank and is updating for him.
Joined my friend"s game hosted by him. Non-dedicated server. I made a blueprint with a couple scripts loaded in, tested that everything worked in single player, but when we used it in multiplayer only the host could see the scripts update. The text doesn"t get sent to clients. It updates every detail of a panel but not the text. All LCDs, cockpit LCDs, programmable block LCDs, etc don"t update. Opening the panel shows there is no text but the host confirmed the panel is not blank and is updating for him.
Can confirm this bug. This bug seems to apply to both DS and Non-DS and the problem only happens for the connected clients, not the host (Networking issue?). The screen is updated for the host but not the client until the client reconnects where the current displayed image/text will be refreshed and stay that way until you reconnect again. Using "IMyTextSurface.GetText()" will return the correct text that is supposed to be displayed.
Can confirm this bug. This bug seems to apply to both DS and Non-DS and the problem only happens for the connected clients, not the host (Networking issue?). The screen is updated for the host but not the client until the client reconnects where the current displayed image/text will be refreshed and stay that way until you reconnect again. Using "IMyTextSurface.GetText()" will return the correct text that is supposed to be displayed.
It"s still not working for any of my scripts. Locally I can update the text on a cockpit display fine, but doing so on a dedicated server does not actually update the visible text. Am I doing this wrong, or was it marked as Solved when not actually Solved?
It"s still not working for any of my scripts. Locally I can update the text on a cockpit display fine, but doing so on a dedicated server does not actually update the visible text. Am I doing this wrong, or was it marked as Solved when not actually Solved?
yes. you can also see the resulting text if you try to manually edit the text. you just cannot see it on the outside surface. This is still an issue on my DS, but only after other players join the server. It works fine when I am alone on the server as the host.
yes. you can also see the resulting text if you try to manually edit the text. you just cannot see it on the outside surface. This is still an issue on my DS, but only after other players join the server. It works fine when I am alone on the server as the host.
It seems that the programmer block has a new bug, not important but PB screen cannot be set to anything, it stays on the "No Content" image event with simple text or image or script (ex: digital / analog clock).
It seems that the programmer block has a new bug, not important but PB screen cannot be set to anything, it stays on the "No Content" image event with simple text or image or script (ex: digital / analog clock).
I placed a screen on my ship and it doesn"t want to show me text and textures. I"m the owner and the screen has power, but when I write stuff on the public/private area or if I assign a texture there is "Online" written on the screen and nothing else
Unfortunately there is not enough space in description of the steam workshop page to fit full guide. Well.. there was, but thanks to your suggestions I added more commands and more cool stuff and it doesn"t fit there anymore. So I made this ultimate guide to answer all your questions! ;-)
This guide will give you full insight into how to use all the features of Automatic LCDs 2. You will find out what are the commands, what are the arguments of the commands and how to use them. It also contains full list of all commands with detailed description along with examples of use.
What is block?Block is every machine, button, cockpit, everything on your ship that is accessible through control panel. Armors are not blocks. Script only works with blocks.
Note: When you subscribe to this you will not see it in the list of mods in game, because it is not a mod. It is in-game script that works in vanilla game without any mods. So don"t worry if you don"t see it in list of mods - if you subscribed to it just follow this guide.
Script cannot update itself inside your programmable blocks. You need to load new version of script to your programmable block to overwrite the old one. You can do that in exactly the same way as when you first loaded the script into programmable block.
Open your programmable block, click Edit, click Browse Workshop, select Automatic LCDs 2, click OK, Check code, Click Ok. Done. Your script is now updated.
Note: If you are experiencing errors on translated version of script please write to the script page of author of that translation. I can"t update translations.
Your commands are too long to fit on single line?You can use a \ to tell the script to continue the command on the next line, just make sure there is nothing after the \ not even a space.
This is very useful if you connect ships to your station or ship and you don"t want to see blocks of the connected ships on station LCDs. You can also use this script on multiple ships that connect together without worries that they will conflict once connected.
Script now only updates LCDs which are part of the same grid as programmable block. If you would like to change this please take look at What is LCD_TAG? section to learn how to change LCD_TAG.
What is the grid?Simplest way to describe the grid is to say that it is single ship. However this is not always true. Blocks connected by pistons, rotors or connectors are not on the same grid!
LCDs that are connected using rotors, pistons or connectors are not updating?By default the script only updates LCDs that are part of the same grid as programmable block.
LCD_TAG is used to tell the script which LCDs are managed by the script. As all of you know the script looks for LCDs that have [LCD] in their name by default.
You can however change this to whatever you like. You can tell the script to manage LCDs in certain group or even tell it to manage all LCDs regardless of name.
How to change the LCD_TAG?You can change the LCD_TAG by editing the Custom Data of programmable block that runs the script. Let"s explain it by example:
Note: If you already use Custom Data to display stuff on Programmable block screens (check "How to use with cockpits?" section of the guide to understand how):
How to tell the script to manage all LCDs regardless of name?LCD_TAG follows the same name filtering rules as commands. So you can set the Custom Data to:
You also can"t change the LCD_TAG during run. You need to recompile the script every time you change the LCD_TAG otherwise the script will still look for old tag.
It is now possible to join multiple LCDs together so they will look and work like single panel. Because of the limitations of text alignment it is only possible to join LCDs up and down. Not left to right. So the widest LCD you can have is Wide LCD. But you can have many of them under each other to form single big one.
NUMBER is position of LCD in array of LCDs. It doesn"t matter what number you choose. They just need to go one after another. So the topmost LCD will have the lowest number. For example 1. LCD under it will have 2, etc.
You can use this script on cockpit screens as well as screens of other blocks. In order to do that you have to mark the cockpit (or other block) with the LCD_TAG as you did with LCDs. So by default you add [LCD] to the name of the cockpit in order for the cockpit to be recognized by the script.
As soon as you do that the first screen on the cockpit will be controlled by the Automatic LCDs 2 and should display the usual message that you should write commands to custom data of the panel. If you need only this screen, you can write commands to Custom Data of the cockpit just as you do with LCDs.
Where
Easy way to know the index of the screen is when you look at the control panel of the cockpit, find the list of the LCD panels and pick one. For example "Keyboard" screen is 4th in the list of the LCD panels which means its index is 3 (because first one is 0). So if you would want to write only to the Keyboard screen your custom data would look like this:
You can use this on any block that has LCD panel screens. Script will not touch screens that you haven"t specified so you can use this with other scripts too. Read "Compatibility with other scripts" if you want to know how Automatic LCDs can share Custom Data with other scripts.
If you want to dock or merge a ship that is using this script with another ship or station that is also using this script you can run into some problems which can be easily prevented if you know how.
Script now only updates LCDs which are part of the same gridThis means that LCDs which are connected using connectors, pistons or rotors will not be updated to prevent conflicts between docked ships. This does not apply when ships are connected using merge block because in that case they behave like single ship in game.
LCDs are updating much slower when more ships are docked using merge blockIf there are more ships using this script docked together using merge block then the programmable blocks will not split the work efficently automatically.
I recommend using different LCD_TAG for each ship and station. Look at Tips and Tricks section of this guide to learn how to do that. This will ensure that programmable blocks always update only LCDs on the ship/station they are intended for.
LCDs are showing items, power, cargo, etc of all docked shipsThis will happen if you use no arguments to commands or if you use * or if you use same names for groups / blocks on both ships. Make sure you read Same ship blocks filtering section to learn how to filter only blocks of the same ship.
Displays inventory summary for certain item types. It automatically adds 0 items lines for vanilla game items. Script will automatically display even modded items if they are in the inventories, but it will not report missing modded items.
If you don"t want to display missing items (0 items lines) use InventoryX instead of Inventory (good for displaying contents of container). This will also disregard default quotas so unless you set quota yourself it will be 0 and no visual bar will be shown.
Automatically separates reactors, engines, solar panels, wind turbines and batteries. Works with modded blocks. It shows maximum achievable power output for solar panels. That means that if there is no sun shining on solar panels then the maximum is 0 W.
NOTE (Bug): the game reports power usage of all thrusters on single thruster and all other thrusters report no power use - because of this it is not possible to separate thrusters and all of them except for one will report 0 power use and that single thruster will report power usage of all thrusters.
NOTE: in-game scripts have very limitted access to things which are needed to estimate power time. I"ve done everything I could think of to estimate the time with as much precision as possible, but it is not perfect. It is just an estimation. On the other side, during my testing I found it to be more precise than the Fuel Time displayed on game HUD in some situations.
Note: This is just estimated time by script. It will probably not be exactly correct and it is possible that it will jump up and down, because of how in-game scripting works and because of the fact that the game doesn"t expose such information without dirty hacks and the script has to calculate it itself.
Displays damaged and partially built ship/station blocks. Script only has access to blocks which are visible in control panel so no armor blocks, conveyor tubes, etc are considered.
You can now also use word NoC (No Contruction) which will make Damage commands display only damaged blocks and not show blocks that were grinded / not fully constructed.
Doesn"t show connectors that are not connected unless you use DockedE variant in which case it will show "-" when the connector is not connected to anything.
It may not work for some localized games, but working command for battery now shows batteries charge state as (+) 100.0% or (-) 55.5% .. (+) meaning battery is charging (-) meaning its not charging. The number of percent is portion of full capacity filled.
They are case sensitive! Make sure you enter them exactly without any spaces before or after them. e.g. use {AutoDeploy} not {Auto Deploy} nor { AutoDeploy } nor {autodeploy}.
There are a lot of properties for many different blocks and listing them all here along with what they do would take a lot of space so I"m leaving that up to you to try.
Due to game limitations some blocks do NOT automatically update the details text until you look at them in control panel. This is VERY important as you always need to look at the block in control panel if you want the LCD to show updated text. This does not apply to all blocks!
The command above will get the details text from block My Block and if it finds "Text to look for:" in the details text it will display it and any text after that otherwise if the text is not found the output will be empty.
The command above will get the details text from block My Block and if it finds "Text to look for:" in the details text it will display it and any text after that until it displays 2 lines, it will not display any line after that (for that block).
The command above will get the details text from block My Block and if it finds "Text to look for:" in the details text it will display it and any text after that until it finds line that contains "Text to stop" - it will NOT display this line or any line after it (for that block).
Note: If you would like to display only leaking air vents you can use Working command and filter only LCDs that show LEAK using filtering described in Working command.
Note: This is not exactly true. It uses the name of the type of gas that is in the tank, but there is no easy way to find that out in the game (creator of the gas mod can tell you what it is).
This is very useful when using different mods / scripts that write something to Custom Data of block and you would like to append it to your Automatic LCDs displays.
This is very useful when using different mods / scripts that type something on LCD and you would like to append it to your Automatic LCDs displays. This way you can have one LCD hidden that will be used by your mod / script and use TextLCD command to read that text and write it to one of the Automatic LCDs. Example: TextLCD {Other LCD} will append contents of first LCD named Other LCD.
So how to get around it? You can use special character to mark what is not supposed to be replaced. So if we would like to fix our previous example we would do this:
So first is hours in 24-hour format then : then minutes with a leading zero then space then day of month then . then month number then . and then full year
You can also add this to button panel and setup action on button to Run the programmable block with argument. It needs to be the same programmable block that runs the script that shows the text on the screen on that particular LCD.
If you use custom font scroll down to the bottom of script, then scroll a bit up until you find AddCharsSize lines. Monospace font name and size definition is above those.
LCD clear functionWhen you Run the programmable block with argument "clear" (without quotes) it will clear all LCDs. You can use this to turn off your LCDs without having to actually turn them off where they would say "OFFLINE".
LCDs boot screensUnfortunately there is no easy way to find out that you turned off/on your ship so the script doesn"t automatically display boot screens after turn the power sources off and on. You can however use the LCD clear function to reset the LCDs when you turn on your ship/station. There is also special "boot" argument to start the boot sequence whenever you need it. Just Run the programmable block with "boot" (without quotes) as argument.
Automatic LCDs 2 is not a mod so you don"t need to do anything in dedicated server setup to use it except for having enabled in-game scripts in your world.
You can change the second string on the line to equivalent in your language, but do NOT change the first string. I also recommend you keep the text as short as possible.
Note: If you are experiencing errors on translated version of script please write to the script page of author of that translation. I can"t update translations.
How to use LCDs that are connected using rotors, pistons or connectors?By default the script only updates LCDs that are part of the same grid as programmable block. First, I do recommend reading about "Same grid filtering" in separate section of this guide.
How to stop the script from changing Content Type of the panels?You can add line "SKIP_CONTENT_TYPE = true" (without quotes) to Custom Data of the programmable block to disable automatic panel content type change.
Do you want to change some text that the script says?You need script to not show "Total Output" but only "Total"? Or is there anything else that doesn"t fit your needs? You can change anything the script says at the bottom of the script. Look at "How to Translate?" section to learn how to make the script say what you need.
Keen has added MyIni format that scripters can use to parse Custom Data. This was added explicitly to make life easier for scripters when they need to use Custom Data and share it with other scripts. This was written by Malware (the creator of MDK framework for Space Engineers in-game scripting and father of Programmable Block) and I"ve been discussing with him how to make it compatible with Automatic LCDs without people having to learn new syntax so he came up with great solution.
If people also want to write Automatic LCDs commands to the same block where the Custom Data is already used by script that uses MyIni format then they can simply add 3 dashes on its own line and continue with Automatic LCDs commands like this:
Anything under the --- is ignored by the MyIni parser that other scripts use. Anything before the --- is completely ignored by the Automatic LCDs so this way Automatic LCDs can share Custom Data with other scripts and coexist peacefully :)
NOTE: Some scripts overwrite the Custom Data and if you already have some Automatic LCDs commands there they will remove them. If those scripts support the MyIni format then you can write your commands like this to make them not remove the commands (or set them up first and then use the format like explained above):
This script doesn"t work like other scripts on the workshop. Script updates dynamically as it needs and time between updates of most of the commands is several seconds depending on complexity of the command. There is not a single update time you can modify because the script doesn"t work that way. The script automatically limits itself and spreads the calculations over time to have minimal impact on the game performance. That"s why the more commands you use the longer it will take to update all of them. Unfortunately even if I figured out some way to let you configure update rates, I just can"t leave the update rates configurable for people, because the script would have very bad impact on game with high refresh rates and many people would not realize that - trust me, we"ve been there.
*** Check your ownership ***Always make sure that the programmable block and LCDs have the same ownership as the blocks you want to show on the LCDs. I highly recommend you own all the blocks unless you know how ownership works. Just open the control panel, select one of the blocks on your ship, press CTRL+A and change the ownership on the right side to "Me".
Technical details: Script limiter counts real time it took script to execute. Because of how computers and operating systems work the real time it takes to execute some code is dependent on other things running on the computer. So if one thing is using a lot of CPU then other things will take longer to complete. This is why even scripts that do almost nothing can take a lot of time to complete if the computer is overloaded by for example doing backups, scanning for viruses, calculating the answer to ultimate question, etc. Because the scripts get less CPU time it takes much longer to complete even simple tasks. This is why its almost impossible to make the script survive script limiter actions if the server is overloaded from doing other stuff many times even outside of the SE game itself.
1. If your LCDs are on separate grid (behind rotor, piston, connector) they will not be updated. Read LCDs that are connected using rotors, pistons or connectors are not updating? section of Troubleshooting section of the guide.
Programmable block reports "Exception".If programmable block control panel shows "Exception" please report it in he "BUG REPORTS" discussion on main script page.
LCDs that are connected using rotors, pistons or connectors are not updating?By default the script only updates LCDs that are part of the same grid as programmable block. First, I do recommend reading about "Same grid filtering" in separate section of this guide.
If some of your LCDs are sometimes offline:it"s probably a game bug and it"s happening to more people. Someone said that loading game, returning to main menu and loading again helps.
Does your LCD just say ONLINE instead of showing things?Make sure that you named your LCD so it contains [LCD] . If you did, you are most probably using german client which has problems with [] characters that you type in game. You can use copy-paste to overcome it or simply use alternate built-in tag I made for you !LCD!
It"s just blank screen?Your command is wrong or there is simply nothing to show. Check your command syntax in full guide, try examples. Make sure that there is nothing in front of the command in LCD Public Title (game sometimes likes to hide the "Public title" text). Always press Home before entering command to make sure there is no text at the beginning of LCD Public Title that you don"t want to have there.
Programmable block reports "Index out of bounds".Make sure that you updated the script to latest version with all the fixes. Check that script has permissions to write to LCDs!
I need to see what assembler/refinery is producing like on your screenshotIt is not possible to find out what assembler or refinery is doing from the script. What you see on screenshot are names of assemblers and refineries. I use scripts Crafting Component Quotas and Selective Refining. Crafting Components Quotas can rename your assemblers like you see on screenshot.
(c) General format for "Description." Prepare a clear and concise description of the supplies or services that is not unnecessarily restrictive of competition and will allow a prospective offeror to make an informed business judgment as to whether a copy of the solicitation should be requested including the following, as appropriate:
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(iii) If the solicitation will include the FAR clause at 52.225-11, Buy American-Construction Materials under Trade Agreements, 52.225-23, Required Use of American Iron, Steel, and Manufactured Goods-Buy American Statute-Construction Materials under Trade Agreements, or an equivalent agency clause, insert the following notice in the synopsis: "One or more of the items under this acquisition is subject to the World Trade Organization Government Procurement Agreement and Free Trade Agreements."
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From Figure 3 above we can see that the DDRAM controller should have a memory map of 104 bytes (00H to 67H = 68H = 104D), but the location that can be used is only 80 bytes 00H-27H (40 bytes) and 40H-67H (40 bytes); Note that the 28H-3FH address (24 location) is not visible.
LCD connected to this controller will adjust itself to the memory map of this DDRAM controller; each location on the LCD will take 1 DDRAM address on the controller. Because we use 2 × 16 type LCD, the first line of the LCD will take the location of the 00H-0FH addresses and the second line will take the 40H-4FH addresses of the controller DDRAM; so neither the addresses of the 10H-27H on the first line or the addresses of the 50H-67H on the second line on DDRAM is used.
To be able to display a character on the first line of the LCD, we must provide written instructions (80h + DDRAM address where our character is to be displayed on the first line) in the Instruction Register-IR and then followed by writing the ASCII code of the character or address of the character stored on the CGROM or CGRAM on the LCD controller data register, as well as to display characters in the second row we must provide written instructions (C0H + DDRAM address where our character to be displayed on the second line) in the Instructions Register-IR and then followed by writing the ASCII code or address of the character on CGROM or CGRAM on the LCD controller data register.
As mentioned above, to display a character (ASCII) you want to show on the LCD, you need to send the ASCII code to the LCD controller data register-DR. For characters from CGROM and CGRAM we only need to send the address of the character where the character is stored; unlike the character of the ASCII code, we must write the ASCII code of the character we want to display on the LCD controller data register to display it. For special characters stored on CGRAM, one must first save the special character at the CGRAM address (prepared 64 addresses, namely addresses 0–63); A special character with a size of 5 × 8 (5 columns × 8 lines) requires eight consecutive addresses to store it, so the total special characters that can be saved or stored on the CGRAM addresses are only eight (8) characters. To be able to save a special character at the first CGRAM address we must send or write 40H instruction to the Instruction Register-IR followed by writing eight consecutive bytes of the data in the Data Register-DR to save the pattern/image of a special character that you want to display on the LCD [9, 10].
We can easily connect this LCD module (LCD + controller) with MCS51, and we do not need any additional electronic equipment as the interface between MCS51 and it; This is because this LCD works with the TTL logic level voltage—Transistor-Transistor Logic.
Pins 7–14 (8 Pins) of the display function as a channel to transmit either data or instruction with a channel width of 1 byte (D0-D7) between the display and MCS51. In Figure 6, it can be seen that each Pin connected to the data bus (D0-D7) of MCS51 in this case P0 (80h); P0.0-P0.7 MCS-51 connected to D0-D7 of the LCD.
Pins 4–6 are used to control the performance of the display. Pin 4 (Register Select-RS) is in charge of selecting one of the 2 display registers. If RS is given logic 0 then the selected register is the Instruction Register-IR, otherwise, if RS is given logic 1 then the selected register is the Data Register-DR. The implication of this selection is the meaning of the signal sent down through the data bus (D0-D7), if RS = 0, then the signal sent from the MCS-51 to the LCD is an instruction; usually used to configure the LCD, otherwise if RS = 1 then the data sent from the MCS-51 to the LCD (D0-D7) is the data (object or character) you want to display on the LCD. From Figure 6 Pin 4 (RS) is connected to Pin 16 (P3.6/W¯) of MCS-51 with the address (B6H).
Pin 5 (R/W¯)) of the LCD does not appear in Figure 6 is used for read/write operations. If Pin 5 is given logic 1, the operation is a read operation; reading the data from the LCD. Data will be copied from the LCD data register to MCS-51 via the data bus (D0-D7), namely Pins 7–14 of the LCD. Conversely, if Pin 5 is given a voltage with logical 0 then the operation is a write operation; the signal will be sent from the MCS51 to LCD through the LCD Pins (Pins 7–14); The signal sent can be in the form of data or instructions depending on the logic level input to the Register Select-RS Pin, as described above before if RS = 0 then the signal sent is an instruction, vice versa if the RS = 1 then the signal sent/written is the data you want to display. Usually, Pin 5 of the LCD is connected with the power supply GND, because we will never read data from the LCD data register, but only send instructions for the LCD work configuration or the data you want to display on the LCD.
Pin 6 of the LCD (EN¯) is a Pin used to enable the LCD. The LCD will be enabled with the entry of changes in the signal level from high (1) to low (0) on Pin 6. If Pin 6 gets the voltage of logic level either 1 or 0 then the LCD will be disabled; it will only be enabled when there is a change of the voltage level in Pin 6 from high logic level to low logic level for more than 1000 microseconds (1 millisecond), and we can send either instruction or data to processed during that enable time of Pin 6.
Pin 3 and Pin 15 are used to regulate the brightness of the BPL (Back Plane Light). As mentioned above before the LCD operates on the principle of continuing or inhibiting the light passing through it; instead of producing light by itself. The light source comes from LED behind this LCD called BPL. Light brightness from BPL can be set by using a potentiometer or a trimpot. From Figure 6 Pin 3 (VEE) is used to regulate the brightness of BPL (by changing the current that enters BPL by using a potentiometers/a trimpot). While Pin 15 (BPL) is a Pin used for the sink of BPL LED.
4RSRegister selector on the LCD, if RS = 0 then the selected register is an instruction register (the operation to be performed is a write operation/LCD configuration if Pin 5 (R/W¯) is given a logic 0), if RS = 1 then the selected register is a data register; if (R/W¯) = 0 then the operation performed is a data write operation to the LCD, otherwise if (R/W¯) = 1 then the operation performed is a read operation (data will be sent from the LCD to μC (microcontroller); it is usually used to read the busy bit/Busy Flag- BF of the LCD (bit 7/D7).
5(R/W¯)Sets the operating mode, logic 1 for reading operations and logic 0 for write operations, the information read from the LCD to μC is data, while information written to the LCD from μC can be data to be displayed or instructions used to configure the LCD. Usually, this Pin is connected to the GND of the power supply because we will never read data from the LCD but only write instructions to configure it or write data to the LCD register to be displayed.
6Enable¯The LCD is not active when Enable Pin is either 1 or 0 logic. The LCD will be active if there is a change from logic 1 to logic 0; information can be read or written at the time the change occurs.
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Note that not all calculations need to contain all four components. For example, a calculation might not contain a literal expression, such as the calculation SUM([Sales])/SUM([Cost]), which only contains the function, SUM; the division operator (/); and the fields, Sales and Cost.
+, -, *,/, %, ==, =, >, <, >=, <=, !=, <>, ^, AND, OR, NOT, ( ). See Operator syntax for information on the types of operators you can use in Tableau calculations, as well as the order they are performed in a formula.
A list of functions appears for you to browse. When you select a function from the list, the section on the far right updates with information about that function"s required syntax (1) and description (2), as well as with one or more examples (3).
A function can also be part of another function (or, nested), as is the case with the ZN(SUM([Order Quantity])) portion of the example above. In this case, the SUM of Order Quantity is computed before the ZN function because it is inside parentheses. For more information on why, see Parentheses.
Field names should be encompassed by brackets [ ] in a calculation when the field name contains a space or is not unique. For example, [Sales Categories].
The type of function you use will determine the type of field you use. For example, with the SUM function, you can insert a numerical field, but you cannot insert a date field. For more information, see Understanding data types in calculations.
With floating-point numbers, results of some aggregations may not always be exactly as expected. For example, you may find that the SUM function returns a value such as -1.42e-14 for a column of numbers that you know should sum to exactly 0. This happens because the Institute of Electrical and Electronics Engineers (IEEE) 754 floating-point standard requires that numbers be stored in binary format, which means that numbers are sometimes rounded at extremely fine levels of precision. You can eliminate this potential distraction by formatting the number to show fewer decimal places. For more information see, Tableau Functions (by Category)(Link opens in a new window) and select Numbers.
Note: The largest signed 64-bit integer is 9,223,372,036,854,775,807. When connecting to a new data source, any column with data type set to Number (whole) can accommodate values up to this limit; for larger values, because Number (whole) does not use floating-points, Tableau displays "Null". When the data type is set to Number (decimal), larger values can be accommodated.
Space Engineers is a voxel-based sandbox game, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copiessource code was officially available and maintained by KSH to assist the modding community.Beta and was later officially released on February 28, 2019.
Gameplay of Space Engineers begins with the player selecting or joining a world with specific settings, such as the number of asteroids (an "empty world" can also be picked) and the available starting equipment. When creating or editing a world, several advanced options are available to change how the player will interact with the world, and how the worlds will appear. This includes changing the speed with which several tools and machines will work, the size of the player"s inventory, and whether procedural generation will be used (effectively making the world infinite). Upon confirming the world settings, a loading screen appears while the world is generated. This screen consists of a random in-game screenshot as a backdrop, the game"s logo, an animated loading icon, and a randomly selected message at the center. The message may be either a helpful gameplay hint, or one of many quotations concerning space, science, and/or engineering. Many of these quotes are from notable scientists such as Isaac Newton, Galileo Galilei, Albert Einstein, as well as authors such as Arthur C. Clarke.
Once in-game, the player is given control of a single astronaut (referred to as a "Space Engineer") and a set of tools comprising a drill, a welder, and a grinder (if spawn with tools is on). Construction begins by choosing any block from the Engineer"s inventory, and placing it anywhere in open space to create a new voxel grid. Additional blocks can then be added to this grid to create a structure.
aesthetic purpose. Armor blocks, the most basic and common of all blocks, can be realistically damaged and deformed through collisions or the use of weapons.keypads, which can be used to view and manipulate the status of other specific blocks attached to the structure. To be functionally connected however, and to transport materials, blocks called "conveyors" must be used to connect the desired machines. "Functional" blocks require power, which can be provided by solar panels or nuclear reactors attached to the same structure. While reactors must be supplied with uranium, and produce large amounts of power while active, solar panels will continually produce a low output of power when there is line-of-sight to the sun. Once being produced, power is automatically distributed throughout the entire structure and can also be stored in batteries.
The size, resource requirements, and availability of blocks depends on the type of structure they are attached to. Blocks such as assemblers or refineries do not have "small" variants, whereas large ships and stations cannot use gatling guns, instead using AI-controlled gatling or missile turrets. Blocks attached to a small ship are considerably smaller, allowing a much greater level of detail, and require fewer resources than those attached to large ships or stations (for example, light armor requires 25 steel plates on a station, but only one on a small ship).
Ships can be deliberately moved and rotated by external forces and a player as long as they are powered and have at least one gyroscope, thruster, and cockpit. To be able to move in any direction and then be able to stop effectively via inertia dampeners, thrusters must be placed on the structure facing up, down, forward, backward, left, and right. More gyroscopes on a ship will increase the ship"s ability to rotate in space, but in order for the inertial dampeners to be more effective, more thrusters must be added in each direction in which dampening is required.
Astronauts floating in space are able to move forward, backward, upwards, downwards, left, or right without restriction by using a jetpack. They are also able to rotate clockwise or counterclockwise. Astronauts and structures can also enable or disable inertial dampeners, which automatically attempt to reduce speed to zero when force is not being applied, and the required thrusters are installed.
If the player disables their jetpack within a gravitational field (either on the surface of a planet or a structure/asteroid with a gravity generator), movement is restricted to a plane perpendicular to the direction of the net gravity field(s). Vertical viewing angle is also restricted between −90 and 90 degrees, as in most first-person shooters. Ships and structures are unaffected by gravity generators unless equipped with at least one Artificial Mass block. If the player falls off a structure while within a gravity field, they will fall into space until out of range of the gravity generator, at which point the player"s jetpack will automatically enable itself. However, if the player touches their feet to an asteroid or structure with no gravity present, their "mag-boots" will enable them to walk across its surface and even around edges; though jumping will disconnect the player from the surface, and they cannot traverse the 90-degree angle between a floor and wall.
Asteroids and planets consist of terrain voxels, which substantially differ from blocks, and although possible to destroy by the player, cannot be created by them unless in creative mode. Celestial objects are currently fixed in space and cannot move, however, rocks/minerals that have been mined are subject to gravity and will react accordingly. Asteroids also do not currently have gravity associated with them, and can come in several basic forms including spherical, torus, and rod-shapes, as well other variations or combinations of these.
In survival mode, players need to mine, collect, and refine various chemical elements from asteroids and planets in order to craft tools, weapons, and blocks as well as produce electricity. Resources can be mined manually using a hand drill, or by using ships with the necessary equipment. Components are produced by assembling them from raw materials; however, they can also be harvested by salvaging cargo ships. To avoid death, players must monitor their health, energy and oxygen levels. Damage can be inflicted on the player by collisions, weapons, contact with thrusters, meteor showers, or by running out of space suit energy. Collisions at higher speeds result in more damage. As the acceleration value of gravity generators stacks, damage from falling can be much more dangerous when multiple gravity generators are active. A player"s health and energy can be restored using a Medical Room block, or a Survival Kit block. Energy can also be replenished by sitting in the cockpit of any powered structure. The development of survival mode began at the end of summer of 2013.
In the survival mode of the game, all actions, including survival itself due to the power requirements of the space-suit"s life-support system, depend on the gathering and refining of certain minerals. These minerals can be found on asteroids or planets, plundered from randomly spawned ships, or recovered from unknown signals. Raw materials are mined from deposits of ore on asteroids, and are then placed (or sent using a conveyor system) into a basic refinery or refinery in order to refine them to be used in assemblers. The refined materials are formed into various components in the assembler which can then be used in the construction of ships or stations.
Inventories in Space Engineers are very flexible and work in a whole-ship manner rather than in an individual one. All inventories connected to a ship can be viewed from any access panel on the same ship, however inventories must be connected via conveyors and conveyor tubes in order for items to be transferred among them. Inventories of refineries and assemblers will automatically request items to refine from connected inventories when they get low, and will send items into an available inventory when it fills up. The conveyor sorter allows inventories to be automatically removed and sorted from and into certain inventories. Instead of a common slot system, Space Engineers uses a volumetric system, measured in litres, with every item having a certain amount of volume and every inventory a certain capacity that it cannot exceed.
Planets in Space Engineers were released on November 12, 2015, after being in development since February 2015. There are several types of planets, themed after Earth, the Moon, Mars, Titan, Europa, and an "alien" planet.NPCs, and the Earth-like planet features wolves, hostile dog-like NPCs.
Atmospheric flight is possible even on worlds with oxygen-deprived atmospheres. In order to leave a planet, the player will need to use hydrogen engines with sufficient fuel or build a hybrid spacecraft with atmospheric engines (for liftoff) and ion engines (upper atmosphere to space).
Hybrid surface-to-orbit craft are considerably heavier than their space-only counterparts, but can be built compact enough to fit inside a standard hangar.
On August 17, 2017, "unknown signals" were added to survival mode. These signals spawn randomly within a certain range of the player, and indicate the position of a small probe via a GPS coordinate and a repeating tone. Each probe contains components and can be disassembled, preventing the player from encountering dead end situations in which they do not have the components needed to produce the basic machines which are essential for constructing components and other machines, effectively preventing a catch-22.
Each probe also possesses a button, which when pressed has a chance to reward the player with a collectible skin, similar to a loot box. The skin can be for the player character"s helmet, suit, boots, or tools, and can be traded or sold on the Steam Market. Each skin can be obtained for free in-game, with the exception of three sets: the Veteran Set, which was awarded to players who had owned the game before and played between August and September 2017; the Medieval Set, which is awarded to players who also own Medieval Engineers; and the Golden Set, which is awarded to players who purchase the Space Engineers Deluxe Edition.
Space Engineers was developed and published by the indie video game developer Keen Software House based in the Czech Republic. Implemented as a voxel-based sandbox game set in an asteroid field in space, built on their own game engine, VRAGE 2.
The pre-release alpha build was released on October 23, 2013 on Steam, featuring a single-player "creative" mode. On February 24, 2014, the company announced that Space Engineers had sold over 250,000 copies in four months.Space Engineers have been achieved: survival mode and multiplayer.
Following the release, Keen has continued to release various updates to the game. In most, if not all cases, Keen has divided each update into a mechanical and an aesthetic component; the mechanical component being released for free while the aesthetic component (new block models, texture overlays, engineer suits, and emotes) have been released as a purchasable DLC. This may be a compromise between the need for a semi-predictable revenue stream for continued support of the game, and the need to avoid creating a "pay-to-win" situation.
Adds Dispenser and jukebox blocks, a transparent LCD panel (useful for creating custom HUDs), various interior furnishings and window blocks, new catwalk blocks, railings, stairs and half stairs, a rotating warning light fixture, and a small collection of decorative metal crates.
Adds the Frostbite Scenario, the Antenna Dish, decorative engineer cadavers (skeletons in suits, for atmosphere), a 7.5m wide by 5m tall airtight door block, an offset door, a blizzard-themed block texture overlay, a pair of "I’m Cold" and "Checking suit vitals display" emotes, and some LCD posters.
Includes a set of decorative neon tubes, sci-fi versions of various blocks such as the "Ion" and "Atmospheric" thrusters, LCD panels, Interior walls, button panels, sliding doors, and various button panels.
Adds a Large (7.5m by 7.5m) Magnetic plate, a set of truss beam blocks and Industrial conveyor pipes, a decorative cylindrical column block, a vertical button panel, remodeled versions of the Large Hydrogen Tank; Large Cargo Container; Refinery; Assembler; and Hydrogen Thrusters. And a hazard pattern block texture overlay.
A model and texture overhaul of the nuclear reactors; battery blocks; airtight hangar doors; rocket pod and gatling gun; and couch block. It also contains a "searchlight" block (a spotlight-camera-turret combo), a heat vent block, a set of bridge windows, a light panel, a "helm" station, a new helmet, a reinforced sliding door, and two new emotes.
Rosa, Marek (May 14, 2015). "Space Engineers – full source code access, total modifications and 100,000 USD fund". marekrosa.org. Retrieved June 16, 2015. Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers" source code. This comes as a continuation of our decision to give more freedom to modders and community.
"EULA.txt". . Retrieved October 19, 2021. The source code and art assets must not to be mistaken for free software, an open source in a free-software activist understanding, copy-left or public domain software. All source code and art assets remain copyrighted and licensed by KEEN SWH LTD. and you are allowed to use them (modify, tweak, make a derivative work, distribute, etc.) only under following conditions. [...]use this source code only for developing mods for Space Engineers.
SEOUL (Reuters) - Chinese flat screen makers, once dismissed as second-class players in the global LCD market, are drawing envious looks from big names such as LG Display Co Ltd and Samsung.A man walks out of the headquarters of LG Display in Seoul, October 20, 2011. REUTERS/Jo Yong-Hak
While the Korean giants were busy developing next-generation organic light emitting diode (OLED) TVs, little-known Chinese companies have started selling a type of display that are sharper than the standard LCD and cheaper than OLED.
Until last year, the UHD market had been almost non-existent, with just 33,000 sets sold in the 200 million-unit LCD TV market. Since then, shipments have soared around 20-fold, thanks to China, data from research firm IHS shows.
But its slow introduction into the market and austere prices have thrown open a window of opportunity for UHD makers, in this case Chinese companies like BOE Technology Group Co Ltd and TCL Corp’s LCD unit CSOT.
“We assumed it’ll be too early for this type of display to take off, and thus didn’t think much of having diverse UHD product line-ups, especially in the low end. But I think we are not late just yet and we are working hard to lead the market here.”
By comparison, Japanese flat-screen pioneer Sharp Corp reported a razor-thin 0.5 percent margin. LG Display, the world’s No.1 LCD maker, posted a 5.6 percent margin.
Samsung Display, a unit of Samsung Electronics, had a margin of 13 percent, the biggest in the industry. But excluding its fledging OLED business, its LCD margin is between 3 and 7 percent, according to a Bernstein forecast.
“The Chinese have done very well so far this year and their momentum is likely to continue at least for another year or so, as they have spotted the potential of this niche market well ahead of bigger rivals,” said Nam Dae-jong, an analyst at Hana Daetoo Investment & Securities.
Jolted by the reality of a growing UHD market, Samsung Electronics unveiled a 110-inch UHD TV in January. Interestingly, the UHD displays were not made by Samsung Display, but were produced by Taiwan’s AU Optronics.
“Even with some expansion of the Chinese panel suppliers we do expect Samsung and LG Display to stay dominant and continue production in LCD,” said Sweta Dash, director at IHS.
BOE Technology is now planning to raise 46 billion yuan ($7.5 billion) in the biggest Chinese equity offering this year, to build panel production lines and increase its stake in its LCD venture BOE Display Technology.