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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.

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.

When multiple images are applied they can be set to cycle between with the duration between images being set by the "Image change interval" slider. To remove an image from display select it in the second panel and select "Remove selected".

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 panel"s title and text can be made public, private, or a combination of both. Textures applied can be selected from a list or custom textures can be selected. Textures can be set to rotate on a timer, changing from one to the next. GPS coordinates shown in the GPS format in the text panel will appear in the GPS and can be activated (=shown on HUD).

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:

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else if ((block is IMyProgrammableBlock) || (block is IMyCockpit)) textSurfaces.Add(((IMyTextSurfaceProvider)block).GetSurface(0));IMyTextPanel does not have the IMyTextSurfaceProvider interface. You might as well be casting a cargo container as an IMyTextSurfaceProvider then wonder why nothing shows. Why would you need the panel to be a provider when you can cast it as an IMyTextSurface? My scripts add all IMyTextSurface instances to a single list using the checks above.

else if ((block is IMyProgrammableBlock) || (block is IMyCockpit)) textSurfaces.Add(((IMyTextSurfaceProvider)block).GetSurface(0));IMyTextPanel does not have the IMyTextSurfaceProvider interface. You might as well be casting a cargo container as an IMyTextSurfaceProvider then wonder why nothing shows. Why would you need the panel to be a provider when you can cast it as an IMyTextSurface? My scripts add all IMyTextSurface instances to a single list using the checks above.

LCD Panels do implement both IMyTextSurface and IMyTextSurfaceProvider. (It"s easy enough to verify in the game itself.) That IMyTextSurfaceProvider interface does contain one surface but it"s not any visible surface.

As for what I"d like, it would be a consistent API. I understand that having LCD Panels implement IMyTextSurface directly is helpful to those who have a shaky grasp of programming and are used to how things were before this change so having that helps with this transition. However, LCD Panels do also implement IMyTextSurfaceProvider so, for consistency, it would make sense that the surface provided by LCD Panels" provider is also the visible surface (i.e.: the same surface the block implements directly) rather than an extra, unused surface.

LCD Panels do implement both IMyTextSurface and IMyTextSurfaceProvider. (It"s easy enough to verify in the game itself.) That IMyTextSurfaceProvider interface does contain one surface but it"s not any visible surface.

As for what I"d like, it would be a consistent API. I understand that having LCD Panels implement IMyTextSurface directly is helpful to those who have a shaky grasp of programming and are used to how things were before this change so having that helps with this transition. However, LCD Panels do also implement IMyTextSurfaceProvider so, for consistency, it would make sense that the surface provided by LCD Panels" provider is also the visible surface (i.e.: the same surface the block implements directly) rather than an extra, unused surface.

I don"t really use those checks, I only check if it"s an IMyTextPanel when I pass a single IMyTerminalBlock to my output function, if it"s not a panel I just cast it as a provider. Otherwise I fill a list of terminal blocks with a specific type, cast it appropriately, add the text surface to a list, and repeat with a different type.

I don"t really use those checks, I only check if it"s an IMyTextPanel when I pass a single IMyTerminalBlock to my output function, if it"s not a panel I just cast it as a provider. Otherwise I fill a list of terminal blocks with a specific type, cast it appropriately, add the text surface to a list, and repeat with a different type.

LCD Panels do not implement IMyTextSurfaceProvider. I do not know where the surface came from. IMyTextPanel is equal to IMyTextSurface. IMyTextSurface is equal to IMyTextSurfaceProvider. IMyTextPanel may be equal to IMyTextSurfaceProvider but that doesn"t mean it is intentional.

LCD Panels do not implement IMyTextSurfaceProvider. I do not know where the surface came from. IMyTextPanel is equal to IMyTextSurface. IMyTextSurface is equal to IMyTextSurfaceProvider. IMyTextPanel may be equal to IMyTextSurfaceProvider but that doesn"t mean it is intentional.

Sandbox.Game.Entities.Blocks.MyTextPanel has the interface Sandbox.ModAPI.Ingame.IMyTextSurfaceProvider, this may be why you can cast it as an IMyTextSurfaceProvider.

Sandbox.Game.Entities.Blocks.MyTextPanel has the interface Sandbox.ModAPI.Ingame.IMyTextSurfaceProvider, this may be why you can cast it as an IMyTextSurfaceProvider.

LCD Panels can be found with the type IMyTextSurfaceProvider, getting the first surface works, applying the content type to text and image works, but writing to it does not work. I"m not sure why it partially works. Maybe because it is convenient to get a list of IMyTextSurfaceProvider stored as IMyTerminalBlock, cast IMyTextPanel as IMyTextSurface, and everything else as IMyTextSurfaceProvider.

LCD Panels can be found with the type IMyTextSurfaceProvider, getting the first surface works, applying the content type to text and image works, but writing to it does not work. I"m not sure why it partially works. Maybe because it is convenient to get a list of IMyTextSurfaceProvider stored as IMyTerminalBlock, cast IMyTextPanel as IMyTextSurface, and everything else as IMyTextSurfaceProvider.

Both IMyTextPanel and IMyTextSurfaceProvider are under Sandbox.ModAPI.Ingame and, even though the association is only defined in Sandbox.ModAPI, you can cast them back and forth anyway because the whitelist doesn"t seem to restrict by parent/child, just by name/assembly.

Both IMyTextPanel and IMyTextSurfaceProvider are under Sandbox.ModAPI.Ingame and, even though the association is only defined in Sandbox.ModAPI, you can cast them back and forth anyway because the whitelist doesn"t seem to restrict by parent/child, just by name/assembly.

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But there are two distinct groups: the well known LCD Panel blocksseem to be directly derived from IMyTerminalBlock; while all of the new displays are accessible only threw their blocks IMyTextSurfaceProviderinterface.

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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.

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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.

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Display sorted lists of your base inventory contents! Display bar charts of power supply, demand, and storage or of cargo capacity, usage, and free space. Display multiple charts on one LCD panel!

This creates one chart tracking the time series for script execution time, with the default options: fill the entire panel, have the bars aligned vertically and time horizontal.

This places three charts onto one display folowing the power_stored, power_in and power_out series. It also overrides the default layout so that they tile one above the other taking up about a third of the height of the panel each and the full width.

Zephyr Industries Bar Charts is open source, under an MIT license. You can contribute to or copy the code at https://github.com/illusori/space-engineers-zi-bar-charts.

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If you’ve ever attempted to connect an LCD display to an Arduino, you’ve probably noticed that it uses a lot of Arduino pins. Even in 4-bit mode, the Arduino requires seven connections – half of the Arduino’s available digital I/O pins.

The solution is to use an I2C LCD display. It only uses two I/O pins that are not even part of the digital I/O pin set and can be shared with other I2C devices.

As the name suggests, these LCDs are ideal for displaying only characters. A 16×2 character LCD, for example, can display 32 ASCII characters across two rows.

At the heart of the adapter is an 8-bit I/O expander chip – PCF8574. This chip converts the I2C data from an Arduino into the parallel data required for an LCD display.

If you have multiple devices on the same I2C bus, you may need to set a different I2C address for the LCD adapter to avoid conflicting with another I2C device.

An important point to note here is that several companies, including Texas Instruments and NXP Semiconductors, manufacture the same PCF8574 chip. And the I2C address of your LCD depends on the chip manufacturer.

So the I2C address of your LCD is most likely 0x27 or 0x3F. If you’re not sure what your LCD’s I2C address is, there’s an easy way to figure it out. You’ll learn about that later in this tutorial.

After wiring the LCD, you will need to adjust the contrast of the LCD. On the I2C module, there is a potentiometer that can be rotated with a small screwdriver.

Now, turn on the Arduino. You will see the backlight light up. As you turn the potentiometer knob, the first row of rectangles will appear. If you have made it this far, Congratulations! Your LCD is functioning properly.

As previously stated, the I2C address of your LCD depends on the manufacturer. If your LCD has a PCF8574 chip from Texas Instruments, its I2C address is 0x27; if it has a PCF8574 chip from NXP Semiconductors, its I2C address is 0x3F.

If you’re not sure what your LCD’s I2C address is, you can run a simple I2C scanner sketch that scans your I2C bus and returns the address of each I2C device it finds.

However, before you upload the sketch, you must make a minor change to make it work for you. You must pass the I2C address of your LCD as well as the display dimensions to the LiquidCrystal_I2C constructor. If you’re using a 16×2 character LCD, pass 16 and 2; if you’re using a 20×4 character LCD, pass 20 and 4.

In the setup, three functions are called. The first function is init(). It initializes the interface to the LCD. The second function is clear(). This function clears the LCD screen and positions the cursor in the upper-left corner. The third function, backlight(), turns on the LCD backlight.

The function setCursor(2, 0) is then called to move the cursor to the third column of the first row. The cursor position specifies where you want the new text to appear on the LCD. It is assumed that the upper left corner is col=0 and row=0.

There are many useful functions you can use with LiquidCrystal_I2C Object. Some of them are listed below:lcd.home() function positions 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 the above function, use this inside a for loop for continuous scrolling.

lcd.display() function turns on the LCD display, after it’s been turned off with noDisplay(). This will restore the text (and cursor) that was on the display.

The CGROM stores the font that appears on a character LCD. When you instruct a character LCD to display the letter ‘A’, it needs to know which pixels to turn on so that we see an ‘A’. This data is stored in the CGROM.

CGRAM is an additional memory for storing user-defined characters. This RAM is limited to 64 bytes. Therefore, for a 5×8 pixel LCD, only 8 user-defined characters can be stored in CGRAM, whereas for a 5×10 pixel LCD, only 4 can be stored.

After including the library and creating the LCD object, custom character arrays are defined. The array consists of 8 bytes, with each byte representing a row in a 5×8 matrix.

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This is the Linux app named Space Engineers LCD-Texture Converter whose latest release can be downloaded as SpaceEngineersLCD-TextureConverter.zip. It can be run online in the free hosting provider OnWorks for workstations.

The program has some features like splitting the image to multiple LCD screens, for extreme large images, it resizes the image to the 512-pixel by 512-pixel dimension that Space Engineers uses for the LCD’s, it even does a little Gamma correction, so that the images doesn’t look so dark in-game.

This is an application that can also be fetched from https://sourceforge.net/projects/se-lcd-texture-converter/. It has been hosted in OnWorks in order to be run online in an easiest way from one of our free Operative Systems.