space engineers cool text for lcd panel in stock
Battery , AddInfoThat will help telling the two output modes (alternative data sources) apart, by putting one of the following small texts between the central symbol and the percentage value.
Additionally in the MultiIcon view, the SingleIcon view, the NoIcons view and the just Text mode, you can set the the available width for the textlines with Length=(followed by a decimal number)
FSD can clone the text content of other displays. These texts can be fixed or could be generated by other scripts (like Automatic LCDs 2 by MMaster or Isy"s Inventory Manager)
LCD Panel, clone:0 position(100,50) fontsize=0.5 TextColor(255,128,0)This would clone the text contend of the first screen of the block "LCD Panel" to the position (x=100 y=50) in an orange color with a font size of 0.5.
The same rules about the RGB values, brackets, the missing pace between "...Color" and the opening bracket "(" etc. like for the default view mode and the SingleIcon view mode apply here too.
This also true when only using Text: after the Separator character without using any block/group name. (resulting in only a simple text line with the specified color)
This way you can ether reduce the number of LCD Panels needed or greatly enhance the amount of information you can display with a given set of screens/panels.
For this purpose (and many others) you can add a special keyword line starting with "FSD options:" into the Custom Data field of the PB (running FSD v2) itself.
Caution: There has to be no space between "layoutrate" and the equals sign "="This will set the rate of changes for the screen layouts. (in changes per minute)
You can overide individual LCD/Cockpit screen settings by using a special keyword line starting with "FSD options:" in the Custom Data field of the Programmable block itself.
All keywords for this override options must be in a single line and this line must be located above an optional "ShowStats" line or else the used keywords affect only the LCD panels of the Programmable block.
Only "FSD options:" is case sensitive. All other keywords for the overide options are not case sensitive. Different keyword can be strung together but must be seperated with " " , "," or ":"
The same is true for the rate of display layout changesYou can turn the rate up or down. But it due to visual reasons it should remain a fraction of the FpM.
You write scripts using the C# language and the SE API (Application Programmable Interface) which can perform any functionality or access any data normally retrieved through the control panel of a block.
This page will act as a basic guide on writing scripts and outline how to interact with various blocks. It is not intended as an introduction to C#/programming principles - if you have never written code before, please look up basic guides elsewhere.
Space Engineers runs scripts only if Experimental mode is enabled. And each saved game runs scripts only if its World Settings allow in-game scripts. On Xbox, Scripts are disallowed by Microsoft.
It’s very helpful to install and set up an Integrated Development Environment (IDE) for C#, specifically, many SE developers use [Visual Studio]. Point it to the SE API doc to get in-editor help.
Many blocks have been renamed over time, and their C# objects still have the old names. An IDE has features that help you orient yourself in the API: For example, if you are looking for "o2/h2 generator", typing IMyOxygen… in the IDE’s editor shows IMyOxygenGenerator, and it then reminds you that object is obsolete and to use IMyGasGenerator.
For example, a Refinery is represented by the IMyRefinery object which includes specialised functions like IsProducing() and NextItemInQueue(), but also inherits generic functions and properties like "CustomName" from IMyTerminalBlock.
IMyTerminalBlock - As already mentioned, forms the base class from which all other block definitions inherit, either directly or through multiple layers of the hierarchy. Mostly includes generic functionality for checking ownership, naming, show on HUD etc.
IMyProductionBlock - This is the class definition for all blocks which produce items (e.g. Refinery, Assembler, Arc Furnace). It defines useful interfaces for these blocks, including:
WriteText(string value, bool append=false) - This function sets the text for a screen to the string specified by the value parameter. The optional "append" parameter can be set to true to append the string to the end of the current content rather than overwriting. Text displayed this way will be visible by anyone on the server.
In order to start using a block, a local reference to the object must be intialised from the GridTerminalSystem. For example, to intialise an LCD Panel with the name "LCD Panel 1":
Populates the "blocks" list with all blocks which contain the specified string in their name. For example this search here would match blocks of name "Refinery", "Station Refinery 1", etc.
Unlike the normal LCD, an IMyTextSurfaceProvider requires a number to indicate which screen to use. In the block terminal, you can see a list of screens. (For example, a programmable block has 2: Large Display and Keyboard.) The topmost screen is 0, and the second screen is 1. In many cockpits, there are more LCDs, but the list always starts at 0.
The string is the text the screen will display. Don"t forget to use the \n character to start new lines, as the string will otherwise always continue on the same line, often making text go off screen.
The Append option lets you choose if the entire screen gets cleared first (Append = false), or your text will be added after the current text (Append = true).
After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!
Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.
There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.
There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:
Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.
Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.
Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.
Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.
Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?
Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.
Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.
Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.
Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.
Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.
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.
Sometimes we have to invest in people, teams, or projects, without knowing if they will work out. You need to give them time. And if you want to have a high bar for innovation, expecting novel things, you need to take the risk.
Why are they high-risk? Because they are hard to do, and usually it takes many iterations until we figure out the right way to do it. It usually takes a few iterations to perfect it. This means that doing water can take a few weeks (if we get it right from the start) or a few years (if we need to experiment, iterate, throw away past experiments, look for specialists in this area, etc). Same for the engine rewrite and AI / living worlds for our games.
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.
Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.
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.
Several types of cargo ships can spawn randomly and fly through the world, which can be hijacked by the player or harvested for components. Some of these cargo ships are booby trapped to explode when the player attempts to commandeer them, and are sometimes armed with hostile gatling or missile turrets.
All place-able objects can be colored prior to placement using a slider-based GUI. The player can manipulate the hue, saturation, and value of the color to produce a very large spectrum of colors. There are 14 slots where new colors can be saved for later use within the same world. Colors can also be changed after blocks have been placed by clicking the middle mouse button while hovering over a block on the "Color Picker" GUI.
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 set of wheels with airless tyres, an exhaust pipe block, a buggy-style cockpit, two automotive-style lighting blocks, an assortment of "barred" window blocks, two view port blocks, three flavours of Storage Shelves (with crafting recipes that correspond to the items shown on the shelves),three block texture overlays ("Concrete", "Dust", "Rust 2", and "Retro future"), a "Scavenger" engineer suit model, and two new character emotes.
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.
Do you want your Arduino projects to display status messages or sensor readings? Then these LCD displays can be a perfect fit. They are extremely common and fast way to add a readable interface to your project.
This tutorial will help you get up and running with not only 16×2 Character LCD, but any Character LCD (16×4, 16×1, 20×4 etc.) that is based on Hitachi’s LCD Controller Chip – HD44780.
True to their name, these LCDs are ideal for displaying only text/characters. A 16×2 character LCD, for example, has an LED backlight and can display 32 ASCII characters in two rows of 16 characters each.
If you look closely you can see tiny rectangles for each character on the display and the pixels that make up a character. Each of these rectangles is a grid of 5×8 pixels.
The good news is that all of these displays are ‘swappable’, which means if you build your project with one you can just unplug it and use another size/color LCD of your choice. Your code will have to change a bit but at least the wiring remains the same!
Vo (LCD Contrast) controls the contrast and brightness of the LCD. Using a simple voltage divider with a potentiometer, we can make fine adjustments to the contrast.
RS (Register Select) pin is set to LOW when sending commands to the LCD (such as setting the cursor to a specific location, clearing the display, etc.) and HIGH when sending data to the LCD. Basically this pin is used to separate the command from the data.
R/W (Read/Write) pin allows you to read data from the LCD or write data to the LCD. Since we are only using this LCD as an output device, we are going to set this pin LOW. This forces it into WRITE mode.
E (Enable) pin is used to enable the display. When this pin is set to LOW, the LCD does not care what is happening on the R/W, RS, and data bus lines. When this pin is set to HIGH, the LCD processes the incoming data.
D0-D7 (Data Bus) pins carry the 8 bit data we send to the display. For example, if we want to see an uppercase ‘A’ character on the display, we set these pins to 0100 0001 (as per the ASCII table).
Now we will power the LCD. The LCD has two separate power connections; One for the LCD (pin 1 and pin 2) and the other for the LCD backlight (pin 15 and pin 16). Connect pins 1 and 16 of the LCD to GND and 2 and 15 to 5V.
Most LCDs have a built-in series resistor for the LED backlight. You’ll find this near pin 15 on the back of the LCD. If your LCD does not include such a resistor or you are not sure if your LCD has one, you will need to add one between 5V and pin 15. It is safe to use a 220 ohm resistor, although a value this high may make the backlight a bit dim. For better results you can check the datasheet for maximum backlight current and select a suitable resistor value.
Next we will make the connection for pin 3 on the LCD which controls the contrast and brightness of the display. To adjust the contrast we will connect a 10K potentiometer between 5V and GND and connect the potentiometer’s center pin (wiper) to pin 3 on the LCD.
That’s it. Now turn on the Arduino. You will see the backlight lit up. Now as you turn the knob on the potentiometer, you will start to see the first row of rectangles. If that happens, Congratulations! Your LCD is working fine.
Let’s finish connecting the LCD to the Arduino. We have already made the connections to power the LCD, now all we have to do is make the necessary connections for communication.
We know that there are 8 data pins that carry data to the display. However, HD44780 based LCDs are designed in such a way that we can communicate with the LCD using only 4 data pins (4-bit mode) instead of 8 (8-bit mode). This saves us 4 pins!
8-bit mode is much faster than 4-bit mode because it takes half the time. In 8-bit mode you write the data in one go. Whereas in 4-bit mode you have to split a byte into 2 nibbles and perform two write operations.
The sketch begins by including the LiquidCrystal library. The Arduino community has a library called LiquidCrystal which makes programming of LCD modules less difficult. You can find more information about the library on Arduino’s official website.
First we create a LiquidCrystal object. This object uses 6 parameters and specifies which Arduino pins are connected to the LCD’s RS, EN, and four data pins.
In the ‘setup’ we call two functions. The first function is begin(). It is used to specify the dimensions (number of columns and rows) of the display. If you are using a 16×2 character LCD, pass the 16 and 2; If you’re using a 20×4 LCD, pass 20 and 4. You got the point!
After that we set the cursor position to the second row by calling the function setCursor(). The cursor position specifies the location where you want the new text to be displayed on the LCD. The upper left corner is assumed to be col=0, row=0.
There are some useful functions you can use with LiquidCrystal objects. Some of them are listed below:lcd.home() function is used to position the cursor in the upper-left of the LCD without clearing the display.
lcd.scrollDisplayRight() function scrolls the contents of the display one space to the right. If you want the text to scroll continuously, you have to use this function inside a for loop.
lcd.scrollDisplayLeft() function scrolls the contents of the display one space to the left. Similar to above function, use this inside a for loop for continuous scrolling.
If you find the characters on the display dull and boring, you can create your own custom characters (glyphs) and symbols for your LCD. They are extremely useful when you want to display a character that is not part of the standard ASCII character set.
CGROM is used to store all permanent fonts that are displayed using their ASCII codes. For example, if we send 0x41 to the LCD, the letter ‘A’ will be printed on the display.
CGRAM is another memory used to store user defined characters. This RAM is limited to 64 bytes. For a 5×8 pixel based LCD, only 8 user-defined characters can be stored in CGRAM. And for 5×10 pixel based LCD only 4 user-defined characters can be stored.
Creating custom characters has never been easier! We have created a small application called Custom Character Generator. Can you see the blue grid below? You can click on any 5×8 pixel to set/clear that particular pixel. And as you click, the code for the character is generated next to the grid. This code can be used directly in your Arduino sketch.
Visual Script Builder allows you to create Space Engineers scripts with a user interface. You don"t need to know anything about programming. Just enter the name of the block you want to control and choose what to do with it. Chain logic statements together to create complex behaviors.
A large number of Space Engineers players are unable to utilize programming. The scripting documentation is poor, and the in-game editor doesn"t provide any help. Many people are unfamiliar with coding, and C# in Space Engineers doesn"t make for a simple beginner language. There are scripts available on the Steam Workshop, but those rarely work for custom applications.
I developed this tool to let anyone capable of playing Space Engineers write their own custom scripts. I tried to make it as feature-rich as possible while still being easy to use.
Generate Script button will replace Copy Script to Clipboard button to keep from generating the entire script so often. When the button is clicked, or the script has to be generated for the interface to update properly, the Copy Script to Clipboard button returns. Just clicking Generate Script won"t copy. You"ll have to click again once the script has been generated.
Overhauled User Variable logic to be independent of Blocks. Variables added to the Affect buttons, which hides the Block Type, Block Name, and Block Group options when selected. Older saves that use variable logic in the same chunks with block logic will need to be updated. These saves will populate all the same information, but the user must select between Variable and Single/Multiple blocks. Both cannot be applied in the same chunk.
This update changes the way + and - work for adding to and subtracting from properties. When subtracting a variable from a property, you must now use -- instead of - due to ambiguity. Some properties can be set to negative numbers, which is done using a single minus. Plus has been modified to work the same way; ++ is required to add variable"s value to a property. Saving a variable still works as it used to, using single minus and single plus to subtract or add to a variable in the save box.
In Visual Script Builder, everything is driven by logic chunks. One logic chunk can either check a condition (e.g. If Light X is ON), or apply an action (e.g. Turn Light Y ON). You can insert logic chunks and remove logic chunks at any point in the script. There is no limit to the number of logic chunks you can use. Each logic chunk consists of the logic type, the in-game Space Engineers block it applies to, and the in-game block"s data.
Following a DO logic chunk, works as a continuation of the DO logic chunk without leaving the previous IF block. e.g. IF (a), DO (b AND c). b and c both happen when condition a is met. Using DO instead of the AND would always perform cand would only perform b when condition a is met. e.g IF (a), DO (b). DO (c).
Performs an action or sets a value only when the previous IF failed. e.g. IF (a) DO (b) ELSE DO (c). When condition a is met, b will be executed and c will not. When condition a is not met, b will not be executed and c will be executed.
Sometimes, certain logic types will not be accessible. The button becomes greyed out depending on previous logic. For example, on the first block, you cannot choose AND because that does not start a logic statement correctly. You cannot choose OR to follow a DO logic chunk. (DO a OR b does not make sense.) ELSE IF and ELSE DO cannot be used unless there has been a previous IF statement.
Beneath the row of logic buttons, you can see three choices for block type. Single Block, All Blocks of Type, and Any Blocks of Type. They allow you to decide if the condition or action will be applied to one or more blocks.
Select Single Block to set values or get fields for one block. Optionally include a name for the block (e.g. "Interior Light 6"), or leave it blank to default to the block"s default name (e.g. "Interior Light" for an Interior Light block).
Select All Blocks of Type to set values or get fields for all blocks of the selected type. Optionally include a name to filter by (e.g. "Station" to search only blocks that have "Station" in their name), or leave it blank to get all blocks of the type. You can then apply actions or set values for all the blocks that you have chosen. When using IF logic, All Blocks of Type allows you to check a condition for each block you"ve selected. You can check that all of your doors are shut, or that all of your batteries are recharging.
Any Blocks of Type works similarly to All Blocks of Type, but only allows checking conditions. You cannot set a value for Any Blocks of Type. It can be used with IF logic to check if any doors are open, or if any Air Vents are not pressurized, for example.
In the dropdown menu, you can select the type of in-game block you want to check or modify. Changing this selection will clear all fields for the logic chunk that had been filled out, and replace them with the appropriate fields for the newly selected block type. You can choose to give the block a name, which will select the block of the chosen type that has the custom name that you entered. When using All/Any Blocks of Type, your text entered is used as a filter. Only the blocks which contain the entered text will be used.
For example, if you want to get only Batteries that have a name including "Station", you can enter "Station" in the block name field, and choose All Blocks of Type. This will select only the Batteries that have "Station" somewhere in their name. It will get Batteries named "Station Battery 5" and "Battery 3 [Station]" but would not get a battery named "Battery 2", because it does not include the filter text.
After choosing a block, you are shown only the fields and properties you can get or set for that block. You don"t need to know field, property, or action names in order to check or modify them. The logic you choose will also affect which fields are shown. For example, when the logic is IF, you won"t see the choice to open a door. You would only see the option to check if the door is open. To open the door, you"d have to choose DO, and apply the appropriate action.
For IF logic chunks, enter a value in one or more of the boxes to check that the field is equal to the value you entered. The If button next to the field name will become selected, indicating that the field will be used. If you decide not to use the field, you can delete the contents of the box or click the If button to deselect it. The field will only be applied when the If button for that field is selected. The operator (equals sign) can be clicked to change the type of comparison. For numbers, you can use equal, not equal, greater than, greater than or equal, less than, and less than or equal. For other types, you can only use equal andnot equal.
DO logic chunks work similarly, but they set a property to the value entered in the box. When you enter a value for a property, the Set To button will become selected. This means that the property will be set to the value entered. Actions have no values to enter, so applying an action is as easy as choosing which action to apply. Multiple values can be set and multiple actions applied in one logic chunk.
Variables can be created to store values by entering a name in the Save As box. There is one box for each value that can be saved, and these boxes only become available when using DO logic.
After a variable has been set, it can be used in IF logic chunks to compare a value against the variable. When clicking on an input box for a field in an IF logic chunk, a list of the variables that have been created will be shown below, and can be selected. Note that the type of the field is important. If a boolean (true/false) variable was created, it will only be shown as an option for boolean fields.
When writing the text you want displayed on an LCD panel, you can use any variables that you created in your script by surrounding them with brackets. For example, if you saved a variable called totalpower, you could display its value on an LCD panel by writing [totalpower]. This can be combined with any other text, or any other variables. Total Power: [totalpower] would display Total Power: 3.00MW. See additional information about using LCD panels below.
You can transfer items between blocks that have inventories. Blocks with inventories, such as the Refinery, Assembler, or Cargo Containers have their inventories shown with a list of all valid items. Refineries will have two inventories, one for the ore, and one for the resulting ingots.
Using an IF logic chunk allows you to check the quantity of items in an inventory. For example, you could check that there is no ore in a Refinery, then use a DO logic chunk to add more ore to the Refinery.
In order to send items to an inventory or take items from an inventory, you must give the other inventory a name. This is done by typing a name into the the Inventory line of the other block. If the other block is not otherwise used, you can create a DOlogic chunk at the top of your script for that block, give the correct inventory a name, and leave all other fields blank for that logic chunk. This will define the inventory without applying any actions or changing any properties (though you can also apply actions or change properties if you want).
Let"s create a script that pulls Iron Ore from a Small Cargo Container and puts it into a Refinery. You need two DO blocks for this script; one for the Small Cargo Container, and one for the Refinery. For this example, we will send the ore to the Refinery. Create a DO block for the Refinery first. In the Refinery"s first inventory, enter a name for the inventory (ex. refinv). Now create a DO block for the Small Cargo Container. In the Small Cargo Container"s inventory, find Iron Ore. You"ll see a buttonSend, an input field, the word to and another input field. The first input is the amount, which you can leave blank to send all. The second input is the inventory you"re sending the items to. When you click that box, the refinv inventory you named earlier will be suggested. Click on the name to choose that inventory. The Iron Ore line should look like this: Send(blank) to refinv. Your script is complete. When it is run, it will attempt to send all Iron Ore from the Small Cargo Container to the Refinery"s first inventory (for ores). Note that this same result could be achieved by reversing these blocks, giving the Small Cargo Container inventory a name, and applying Take (blank) from smallcargoinv in the Refinery"s Iron Ore option in its first inventory.
Don"t worry about highlighting and copying, just click the button to copy your entire script to the clipboard and paste it into the editor in Space Engineers.
The result script has a line at the top which represents your entire script. If you decide you want to change something about your script after it"s complete, you can copy that weird looking line into the Load box to continue from where you left off. Be sure to copy the entire line, starting with //. It will likely be longer than the width of the in-game editor, so make sure you copy from the start of the second line. If you aren"t sure you got it all, you can use CTRL-A to highlight your entire script, then copy and paste it into a Windows text editor. From there you should be able to copy the entire load line.
It"s possible to display different text based on the value of a boolean (true/false) variable. We can do this using a Ternary Operator, which takes three inputs; the boolean variable name, the text to display if the variable is true, and the text to display if the variable is false. The format for the Ternary Operator is:
As you can see, our variable (here named variableName) is followed by a question mark (?), the text to display when true (trueText), a colon (:), and the text to display when false (falseText). For use on the LCD panel, we must enclose this whole string in brackets. In a more realistic scenario, we might want to display ON when our Reactor is on, and OFF when our Reactor is off. We can create a boolean variable called reactorOn for the Reactor"s On/Off state by typing a new variable name (reactorOn) into the Save As box for the OnOff property of the Reactor. For this property, true means the reactor is on. To get the text to display correctly, we can type the following into an LCD panel.
As of Update 1.0.3, it"s also possible to do calculations right inside the text of the LCD panel. This allows you to display your power percentage. Mathematically, power percentage is:
To do more complex calculations, you can use double brackets. This escapes the text string, and executes any code you type as though you were writing code in the in-game script editor.
You"ll see a few buttons, and some are already selected. The first row of buttons contains logic choices. For the first logic chunk, there are only two logic choices available; IF andDO.
Make sure theDO button is selected. This will give us the option to set properties of our logic chunk (such as setting the radius for a light), and to perform actions (such as turning a light on or off).
The second row of buttons lets you choose to set the properties and apply the actions to a Single Block, All Blocks of Type, or Any Blocks of Type. For now, leave this set to Single Block.
The Block Name box is where you enter the name of the Space Engineers block you want to work with. If this is left blank, the default value will be used for the chosen block type. Leave this blank.
You"ll now see the available properties and actions for the Interior Light block. Here, you can specify the values to set for each property, and choose which actions to apply. Select the Apply Action button to the right of action OnOff.
That"s it! You"re now ready to try the script out. Click the Copy Script To Clipboard button, and paste the code into a Programmable Block in Space Engineers. Running the code will toggle on/off an Interior Light with the name "Interior Light".
In Space Engineers, create a Programmable Block. Go into the Programmable Block"s menu and click Edit. Delete everything in the editor and paste in your script. CTRL-C and CTRL-V work in the editor. Click Check Code to check the code for errors, then click Remember & Exit to save. Be careful, as using ALT-TAB to switch out of Space Engineers will revert your script to the last saved script. It is easy to lose your changes.
To run the script, open the Programmable Block"s menu and click Run. You can also assign this action to your toolbar in a ship, or to a button panel by dragging the Programmable Block to the bar and choosing Run with default argument.
If you want your script to be run constantly (for example, waiting for a door to open and triggering the lights to turn on) you can use the Frequency dropdown in the Script Settings menu. It will automatically run your script every 1, 10, or 100 ticks. There are 60 ticks per second in-game. This feature was introduced in version 1.0.8, but can cause issues when trying to use Arguments in the Programmable Block. With older versions, or to avoid issues with Arguments, you have to use a timer block. Create a Timer block and set the Trigger Delay to 1 second. Click Setup Actions, and drag your Programmable Block to the first space on the bar. Again, use Run with default argument. Then drag your Timer block to the next space on the bar and choose Start. Now start the Timer block, and your script will be executed every second.
If your script has an error, possibly due to a block name being incorrect, you"ll see an error in the Programmable Block"s detailed info. You may need to open the script editor and save the script again before re-running.
The game even provides a creative mode where you can basically enable unlimited resources and instant crafting, essentially letting you do anything you can imagine. It’s The Sims, but for outer space.
Between the creative and survival modes, there’s a whole galaxy to explore. And even more than that, developers actually released the source code for the game, and with code comes a prolific modding community.
Colorful Icons gives you complete freedom, letting you choose which icons will be changed, and includes colored icons for ores, ingots, components, and more!
All you have to do is select the block you want to build, and with a quick click, all required materials will be transferred to your engineer for easy building.
While there are mods that add functionality and data displays to aid your space exploration, there are lots of useful scripts that let you automate certain commands as well.
You can set up displays for each room of your ship. But what’s really cool about this mod is it allows you to create a sort-of “master hub” which displays the values for every room.
The mod gives you options that you can set, like how far you should be for the drone to start following you, how far a drone will stay away from its target, and a quick toggle switch to make the drone stop following you when you don’t need him anymore.
He actually takes inspiration from real-time strategy games to give you easier control of units in Space Engineers, with Fleet Command MKII targeted specifically at controlling ship fleets.
The pack includes a number of turrets and cannons to play around with, along with mounts and casemates, depending on what you need for each of your ships.
Other than the Death Star gun and Star Trek cockpit, the modding community has come up with loads of new parts for you to use to make your Space Engineers ships even better.
The mod is actually the result of a collaborative effort between 11 different modders, and according to them it should offer pretty much everything you could possibly need.
It poses a real challenge to get however, as the planet’s gravity is extremely high, and the heat makes it difficult to stay for extended periods of time.
These last two aren’t as big compared to other entries, but are more like bonus mods that showcase the endless possibilities offered in Space Engineers.
This just goes to show that anything is possible with modding, and I’m sure there’s still loads of interesting content to come for this game down the line.