lcd screen space engineers in stock
The various LCD Panel blocks are a great way to add a human touch to a ship or base by displaying useful images or text. For LCD configuration and usage, see LCD Surface Options.
Note: Some functional blocks, such as Cockpits, Programmable Blocks, Custom Turret Controllers, and Button Panels, have customizable LCD surfaces built in that work the same way as LCD Panel blocks, which are also discussed in detail under LCD Surface Options.
LCD Panels need to be built on a powered grid to work. Without power, they display an "Offline" text. While powered without having a text, image, or script set up, they display "Online".
LCD Panel blocks come in a variety of sizes from tiny to huge (see list below) and are available for large and small grid sizes. Note that LCD Panel blocks all have connections on their backs, and very few also on a second side.
All LCD Panels and LCD surfaces work with the same principle: They are capable of displaying dynamic scripts, or few inbuilt static images accompanied by editable text. Access the ship"s Control Panel Screen to configure LCD Panels or LCD surfaces; or face the LCD Panel block and press "K".
A Text Panel, despite its name, can also display images. On large grid, it is rectangular and does not fully cover the side of a 1x1x1 block. On small grid it is 1x1x1, the smallest possible LCD block in game.
On large grid, you choose the Text Panel when you need something that has rectangular dimensions that make it look like a wall-mounted TV or computer screen. If you want to display images, this one works best with the built-in posters whose names end in "H" or "V" (for horizontal or vertical rotation). On Small grid, you place these tiny display surfaces so you can see them well while seated in a cockpit or control seat, to create a custom display array of flight and status information around you.
Corner LCDs are much smaller display panels that typically hold a few lines of text. They don"t cover the block you place them on and are best suited as signage for doors, passages, or containers. They are less suitable for displaying images, even though it"s possible. If you enable the "Keep aspect ratio" option, the image will take up less than a third of the available space.
These huge Sci-Fi LCD Panels come in sizes of 5x5, 5x3, and 3x3 blocks, and can be built on large grids only. These panels are only available to build if you purchase the "Sparks of the Future" pack DLC.
They work the same as all other LCD Panels, the only difference is that they are very large. In the scenario that comes with the free "Sparks of the Future" update, they are used prominently as advertisement boards on an asteroid station.
This LCD panel can be built on large and small grids. The transparent LCD is basically a 1x1x1 framed window that displays images and text. It is part of the paid "Decorative Blocks Pack #2" DLC.
What is special about them is that if you set the background color to black, this panel becomes a transparent window with a built-in display. In contrast to other LCD Panels it has no solid backside, which makes it ideal to construct transparent cockpit HUDs, or simply as cosmetic decoration.
While configuring an LCD Panel, the GUI covers up the display in-world and you can"t see how the text or images comes out. In the UI Options, you can lower the UI Background opacity to be translucent, so you can watch what you are doing more easily.
But it will decrease the performance of the game - you need to have powerful GPU for that, as each screen is essentially another frame to render. Thus if your FPS is 40, with another camera-on-screen it might drop to 20 (if low FPS was caused by taxed GPU, not overloaded CPU). And it will incur some cost in CPU performance.
But it can be managed: in graphic settings there might be another slider: maximum of camera-to-screens, max distance of player to screen with screens nearer to player taking preference, plus if screen is LOD model it should be ignored.
But it will decrease the performance of the game - you need to have powerful GPU for that, as each screen is essentially another frame to render. Thus if your FPS is 40, with another camera-on-screen it might drop to 20 (if low FPS was caused by taxed GPU, not overloaded CPU). And it will incur some cost in CPU performance.
But it can be managed: in graphic settings there might be another slider: maximum of camera-to-screens, max distance of player to screen with screens nearer to player taking preference, plus if screen is LOD model it should be ignored.
Duke Nukem 3d had a camera view to screen feature in a game with user generated maps/layouts 22 years ago. Granted it wasn"t 1080p but I don"t think anyones expecting that from a Text panel. Unpossible!
Duke Nukem 3d had a camera view to screen feature in a game with user generated maps/layouts 22 years ago. Granted it wasn"t 1080p but I don"t think anyones expecting that from a Text panel. Unpossible!
glad to see this thread bumped i find it ridiculous that this isn"t already in the game. Surely you could implement this with some sort of anti-rastorization method where you just don"t render the parts of the ship eclipsed by the display just like if you gave dirt or whatever a transparent texture back in minceraft, that"s how rodina does it; and even without the fact that this method would be way more efficient, you would also end up with a better, more spacey, implementation "cause it would have perspective.
glad to see this thread bumped i find it ridiculous that this isn"t already in the game. Surely you could implement this with some sort of anti-rastorization method where you just don"t render the parts of the ship eclipsed by the display just like if you gave dirt or whatever a transparent texture back in minceraft, that"s how rodina does it; and even without the fact that this method would be way more efficient, you would also end up with a better, more spacey, implementation "cause it would have perspective.
Also, it"s not a matter of C# vs C++. It might be marginally faster if implemented correctly in C++, but it"s more a matter of the graphics card having to render 2 "screens" instead of 1.
Also, it"s not a matter of C# vs C++. It might be marginally faster if implemented correctly in C++, but it"s more a matter of the graphics card having to render 2 "screens" instead of 1.
Old mod was great, as long as you didn"t have dozens of screens running. IIRC there was a "performance" slider to make it more user friendly to lower spec machines. If you could at least consider it Keen, that would be great!
Old mod was great, as long as you didn"t have dozens of screens running. IIRC there was a "performance" slider to make it more user friendly to lower spec machines. If you could at least consider it Keen, that would be great!
Rendering performance impact could be made O(1) by updating a set amount of screens per frame at a preset resolution. I.e. A surveillance room with 10 camera feeds would update every screen at 6 FPS instead of 60, as in this example surveillance camera clip: https://www.youtube.com/watch?v=X2oNWHv0zSQ
(Effective frame rate of the three cameras would then be 10 FPS. Camera feeds should only update when the player is actually standing in front of and looking in their direction. Screens being "freshly" activated would take the next slot in the update queue for a max 1 frame delay, unless several screens activated in the same frame.)
Rendering performance impact could be made O(1) by updating a set amount of screens per frame at a preset resolution. I.e. A surveillance room with 10 camera feeds would update every screen at 6 FPS instead of 60, as in this example surveillance camera clip: https://www.youtube.com/watch?v=X2oNWHv0zSQ
(Effective frame rate of the three cameras would then be 10 FPS. Camera feeds should only update when the player is actually standing in front of and looking in their direction. Screens being "freshly" activated would take the next slot in the update queue for a max 1 frame delay, unless several screens activated in the same frame.)
It is possible, but that was never a simple mod; that entry on the Steam workshop was just to add the terminal controls, the actual code was in a plugin (Client Extender) that you had to install alongside the game.It allowed you to write frames to textures and had a priority queue system so it would never drain your FPS more than you allowed it, and you could give client-side priority to cameras; if you"re in a big battle with a bunch of different people who also use LCD feeds then, from your perspective, yours would be updated first and fastest regardless.
It is possible, but that was never a simple mod; that entry on the Steam workshop was just to add the terminal controls, the actual code was in a plugin (Client Extender) that you had to install alongside the game.It allowed you to write frames to textures and had a priority queue system so it would never drain your FPS more than you allowed it, and you could give client-side priority to cameras; if you"re in a big battle with a bunch of different people who also use LCD feeds then, from your perspective, yours would be updated first and fastest regardless.
I saw Camera, LCD, then it was obvious I could link a camera feed to one of cockpit LCD to have a view..... even at low resolution, and even with limitation numbers.
I saw Camera, LCD, then it was obvious I could link a camera feed to one of cockpit LCD to have a view..... even at low resolution, and even with limitation numbers.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
Having the ability to view a camera image from an LCD in a basement - which is what I nearly always end up building in order to protect my gear from meteorites - would be a massive boon.
Also, displaying multiple camera images on LCDs means that a ship could have a decent bridge buried deep inside it and still have good visibility of the surrounding space, without needing to cycle through cameras while sitting in a control seat.
Having the ability to view a camera image from an LCD in a basement - which is what I nearly always end up building in order to protect my gear from meteorites - would be a massive boon.
Also, displaying multiple camera images on LCDs means that a ship could have a decent bridge buried deep inside it and still have good visibility of the surrounding space, without needing to cycle through cameras while sitting in a control seat.
A few other suggestions would be to resize the screen if adjacent displays share a tag, an option of linking it to a remote grid would be useful too for situational awareness of your current position while controlling a remote vessel.
A few other suggestions would be to resize the screen if adjacent displays share a tag, an option of linking it to a remote grid would be useful too for situational awareness of your current position while controlling a remote vessel.
The mod is smart about it and makes it so that the LCD can "share" frames instead. So it can update at 30 fps but it doubles the GPU Render Load, or all the way down to 1fps which divides evenly amongst other LCDs. So if you had the setting at 30fps they"d each run at 15fps, which would divide further as you added more.
The mod is smart about it and makes it so that the LCD can "share" frames instead. So it can update at 30 fps but it doubles the GPU Render Load, or all the way down to 1fps which divides evenly amongst other LCDs. So if you had the setting at 30fps they"d each run at 15fps, which would divide further as you added more.
I don"t know the limitations of this engine, but that what we ask for here, is used in many games like Portel or Prey (the old one) and is used, when some NPCs are in a monitor. For example, in Half Life 2, when Wallace Breen has his speeches on the monitors, the actual NPC is loaded in a separate room on the map, where the NPC gets recorded by a virtual camerajand is streamed directly to the ingame TVs and monitors, the player can see and they do it that way, because, according to the devs, tihs is much easier then make a actual video clip to play back on the screens. So it schouldn"t be wichcraft to make something like that. Except the engine really can"t cope with that.
The Mods we had, are more or less a collection of workarounds to make this feature somewhat functioning, but someone with unrestricted access to the source code, should be able to implement, at least the frame work, for such a function, without all too heavy performance impacts. Furthermore we are in an age, of ridiculously powerfull GPU like the Nvidia 30 Series and Space Engineers never was a casual game, requirement wise. And for those with a too weak system, we could make a tab in the world settings to disable this feature.
I don"t know the limitations of this engine, but that what we ask for here, is used in many games like Portel or Prey (the old one) and is used, when some NPCs are in a monitor. For example, in Half Life 2, when Wallace Breen has his speeches on the monitors, the actual NPC is loaded in a separate room on the map, where the NPC gets recorded by a virtual camerajand is streamed directly to the ingame TVs and monitors, the player can see and they do it that way, because, according to the devs, tihs is much easier then make a actual video clip to play back on the screens. So it schouldn"t be wichcraft to make something like that. Except the engine really can"t cope with that.
The Mods we had, are more or less a collection of workarounds to make this feature somewhat functioning, but someone with unrestricted access to the source code, should be able to implement, at least the frame work, for such a function, without all too heavy performance impacts. Furthermore we are in an age, of ridiculously powerfull GPU like the Nvidia 30 Series and Space Engineers never was a casual game, requirement wise. And for those with a too weak system, we could make a tab in the world settings to disable this feature.
i would make lcd refresh rate based on distance to closest player, that is looking at that lcd - so game would crank up lcd fps only when someone is actually looking at it and "freeze" display when nobody is around or looking on something else ....
i would make lcd refresh rate based on distance to closest player, that is looking at that lcd - so game would crank up lcd fps only when someone is actually looking at it and "freeze" display when nobody is around or looking on something else ....
I also find it very strange that this is so hard to implement... Duke Nukem 3D dynamically rendered security cameras onto display screens just fine 25 years ago (before even basic 3d graphics cards were even in most gamer"s PCs) along with a few N64 games, like Goldeneye. Not to mention more recent games like Half Life 2. There are a lot of ways to keep it performant on modern systems. Here"s a few suggestions that little old me can think of to keep system performance from being too negatively impacted.
If a remote camera LCD isn"t in visible range to a player, then don"t gather render data from the camera nor render the camera onto the LCD. I do not believe this is something that a modder could do, since it would require access to a player"s rendering data and being able to detect if any remote camera LCDs are within what"s being rendered.
Any camera feeds are sampled at a lower resolution and also rendered to LCDs at a lower resolution than when a player views through the camera directly. With a lower resolution on both sampling and rendering I would expect GPU stress to be lower as well.
Nested camera LCDs (any LCD"s rendering a camera that are THEN viewed by a later camera and rendered to a later LCD) would be only rendered at 1fps and only when the player is looking at the later LCD, otherwise it is not rendered. Or just don"t render nested camera LCDs at all, though that might confuse some players if done without explanation.
I also find it very strange that this is so hard to implement... Duke Nukem 3D dynamically rendered security cameras onto display screens just fine 25 years ago (before even basic 3d graphics cards were even in most gamer"s PCs) along with a few N64 games, like Goldeneye. Not to mention more recent games like Half Life 2. There are a lot of ways to keep it performant on modern systems. Here"s a few suggestions that little old me can think of to keep system performance from being too negatively impacted.
If a remote camera LCD isn"t in visible range to a player, then don"t gather render data from the camera nor render the camera onto the LCD. I do not believe this is something that a modder could do, since it would require access to a player"s rendering data and being able to detect if any remote camera LCDs are within what"s being rendered.
Any camera feeds are sampled at a lower resolution and also rendered to LCDs at a lower resolution than when a player views through the camera directly. With a lower resolution on both sampling and rendering I would expect GPU stress to be lower as well.
Nested camera LCDs (any LCD"s rendering a camera that are THEN viewed by a later camera and rendered to a later LCD) would be only rendered at 1fps and only when the player is looking at the later LCD, otherwise it is not rendered. Or just don"t render nested camera LCDs at all, though that might confuse some players if done without explanation.
Many games implement in-view screens of the game world. This isn"t new and not impossible just something Keen chose not to implement with their time. Other priorities. The LCD displays in the game and the cameras seem like a perfect match.
Many games implement in-view screens of the game world. This isn"t new and not impossible just something Keen chose not to implement with their time. Other priorities. The LCD displays in the game and the cameras seem like a perfect match.
You could even have lower frame rate, or have fram rate being dependent on distance to closes player so screens further away only update 10-20 fps and close by screens at higher rate.
You could even have lower frame rate, or have fram rate being dependent on distance to closes player so screens further away only update 10-20 fps and close by screens at higher rate.
While it"s a cool idea that have it"s own merits, it"s a different goal from what desire (which is a seamless intergration of camera feed onto our ships on various screens.)
While it"s a cool idea that have it"s own merits, it"s a different goal from what desire (which is a seamless intergration of camera feed onto our ships on various screens.)
Cool idea but one feature at a time. Once we get (if we do, at all) camera footage on a screen, we can then consider the possibility of a multi-screen set up.
Cool idea but one feature at a time. Once we get (if we do, at all) camera footage on a screen, we can then consider the possibility of a multi-screen set up.
The troll face says it all. PC gamers also have low end hardware. There is a bit of psychology at work here though. If your PC can"t handle the camera-to-LCD feature you may chose to turn it off for now, maybe consider a GPU or RAM upgrade or just accept it for now. For cool screenshots you can always turn it back on temporarily. You feel like it"s all in your hands. On a console on the other hand, graphics and complexity are often locked down, like the number of planets or asteroids. You can"t upgrade a hardware component or decide for yourself if camera-to-LCD is worth the performance hit. Others decide what your console can handle. You begin to feel disenfranchised compared to a PC gamer with comparable hardware.
The troll face says it all. PC gamers also have low end hardware. There is a bit of psychology at work here though. If your PC can"t handle the camera-to-LCD feature you may chose to turn it off for now, maybe consider a GPU or RAM upgrade or just accept it for now. For cool screenshots you can always turn it back on temporarily. You feel like it"s all in your hands. On a console on the other hand, graphics and complexity are often locked down, like the number of planets or asteroids. You can"t upgrade a hardware component or decide for yourself if camera-to-LCD is worth the performance hit. Others decide what your console can handle. You begin to feel disenfranchised compared to a PC gamer with comparable hardware.
As can be seen in this YouTube Video (https://www.youtube.com/watch?v=cWpFZbjtSQg) implementing a camera feed to the LCD screens shouldn"t be thatdifficult. Now one difference would be the need to dynamically alter the position of the projection but even as an inexperienced programmer that is not an issue. If the devs have some competence (which I would assume given they developed this game) it should not be a problem to implement at all, except of course the issue with consoles other users mentioned. Drawing a second camera is expensive for the render engine but if not done at full resolution, unless the player is accessing the camera directly, I fail to see any issues except poor performance on low end pc"s and console, which imo is already the case so that would be a drop of water in an ocean.
As can be seen in this YouTube Video (https://www.youtube.com/watch?v=cWpFZbjtSQg) implementing a camera feed to the LCD screens shouldn"t be thatdifficult. Now one difference would be the need to dynamically alter the position of the projection but even as an inexperienced programmer that is not an issue. If the devs have some competence (which I would assume given they developed this game) it should not be a problem to implement at all, except of course the issue with consoles other users mentioned. Drawing a second camera is expensive for the render engine but if not done at full resolution, unless the player is accessing the camera directly, I fail to see any issues except poor performance on low end pc"s and console, which imo is already the case so that would be a drop of water in an ocean.
I do understand that this is not an easy thing to do, I still want it, but I have the programmer training to know you are basically adding a player for each camera feeding to an LCD, (For other programmers I know this is a vast over simplification but not everyone has the knowledge we do) VRage chokes enough at 12 players much less the higher numbers some servers can represent if it is add there would also need to be a server setting toggle to disable it or some troll can crash the server by setting up a dozen or two Camera/LCD pairs.
I do understand that this is not an easy thing to do, I still want it, but I have the programmer training to know you are basically adding a player for each camera feeding to an LCD, (For other programmers I know this is a vast over simplification but not everyone has the knowledge we do) VRage chokes enough at 12 players much less the higher numbers some servers can represent if it is add there would also need to be a server setting toggle to disable it or some troll can crash the server by setting up a dozen or two Camera/LCD pairs.
The difference is you can most likely get away with less frame rate and much less resolution and if you interleave different screens you can have multiple screens taking the performance of a single normal player or less.
The difference is you can most likely get away with less frame rate and much less resolution and if you interleave different screens you can have multiple screens taking the performance of a single normal player or less.
After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!
Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.
There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.
There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:
Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.
Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.
Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.
Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?
Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.
Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.
Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.
Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.
Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.
Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.
A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.
The Space Engineers – Sparks of the Future includes the Sci-Fi LCD, the Neon Tubes, the Sci-Fi Ion Thrusters, the Sci-Fi Atmospheric Thrusters, the Sci-Fi Interior Wall, the Bar Counter, the Sci-Fi Control Panel, the Sci-Fi 1-Button Panel, the Sci-Fi 4-Button Panel, the Sci-Fi Sliding Door, the Sci-Fi Armor Skin, the 2 Neon Armor Skins, the 8 new character emotes.
The LCD Panel is a thin panel that takes an entire block face and can display a variety of messages and textures that can be displayed constantly or triggered by the Programmable Block, Sensor, Timer Block, or any other block capable of triggering.
Choosing "Edit Text" allows inputting custom text such as the name of a room to use above doors. The text can then be scaled up to fit the screen dimensions or preferred size by using the "Font Size" slider.
The "Color" sliders allow setting the text colour using RGB slider and "Backgr." allows setting background fill colours (default black). If using a transparent LCD then the text will be against transparency unless fill colour is added.
"Loaded Textures" has a list of the available default and modded (where applicable) images available for display on the screen. Select the desired image and select "Add to selection". The selected image will then show in the second "Selected textures" panel.
The "Preserve aspect ratio" checkbox can be used to prevent the image being stretched if it does not fit the screen properly such as when using a wide LCD.
To set the LCD to display a script, choose "Script" from the dropdown. Choosing Script allows the display of information such as weather, artificial horizon for vehicles, Energy and Hydrogen level etc.
The LCD Panel could be accessed with the programmable block as IMyTextPanel. It could work in ´Texture Mode´ in which the selected textures are shown or the ´Text Mode´ in which the text is shown. The following methods are available:
It’s time for another exciting update for Space Engineers. The most obvious change is the fact that with this release we are bringing both free and premium content to the game. This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.
All players will get new functional cockpit LCDs with customizable screens, replay tool, which can be used for setting up various animated scenes, brand new random Encounters, Steam trading cards, badges and backgrounds, and all bug fixes, optimizations, and smaller improvements for free.
For players who wish to support further development of Space Engineers, we have created a bulk of Decorative Blocks, which you can use for various decorations on your spaceships, vehicles and space stations. The price is $3.99 USD, or your regional Steam equivalent. You can purchase the Decorative Pack here.
A: Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.