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Everything you will ever need to know about your ship and station displayed in real time on LCD panels in any vanilla games. modded games and servers! Now with cockpit panels support!

Thank all of you for making amazing creations with this script, using it and helping each other use it. Its 2022 - it"s been 7 years already since I uploaded first Configurable Automatic LCDs script and you are all still using it (in "a bit" upgraded form). Its just amazing :)

Every captain wants to have displays that show some useful info. Make your bridge display damaged blocks in engineering, engine room, etc. Make big screen by joining multiple Wide LCDs! Show power output, batteries status, laser antenna connections and much more. Make your docking bay display which landing gears are occupied. Make screens for docking fighers when landing gear is ready to dock so they can nicely see it from cockpit! Make one LCD per container to see its contents.. and much more!

THE SCRIPT IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SCRIPT OR THE USE OR OTHER DEALINGS IN THE SCRIPT.

HOW TO UPDATE?This script is not a mod so it does not update by itself. You need to load new version of script to your programmable block to overwrite the old one. You do that in exactly the same way as when you first loaded the script into programmable block.

Open your programmable block, click Edit, click Browse Workshop, select Automatic LCDs 2, click OK, Check code, Remember & Exit. Done. Your script is now updated.

!! PLEASE READ THIS !!I"m really happy that this script became so popular and that so many people like it, but many people means many questions and I rather enjoy other things than saying the same things all over again to people. So I wrote the guide where I"ve put everything about every command, tried to answer all questions that people had in comments and I keep it updated. I"m responding to many comments that are stated in the guide. Please read the guide.

I understand that this script got quite a lot of features and it can be hard to crunch whole guide. Unfortunately I can"t teach everyone how to use it via chat. It took me several hundreds of hours to put this all together so please take your time to read the guide and follow the troubleshooting section if something doesn"t work.

If you have problem with some command then read the guide section for that command and make sure you use it correctly. Try to use it on separate LCD by itself so it"s easier for you to see the issue and definitely try some examples!

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These keywords must be separated from the Block/Group name(s) by a special character (lets call it the Separator). This can be ether a comma "," or a colon ":" Upper / lower case of the keywords will be ignored.

Battery, NoSubGridsThe keyword NoSubGrids will restrict the search to those blocks which are on the same grid as the programmable block running FSD v2 (PB).

Battery, OnlySubGridsThe keyword OnlySubGrids will restrict the search to those blocks which are noton the same grid as the programmable block running FSD v2 (PB).

These different modes are also triggered by keywords. Like in Refining the selection process these keywords must be separated from the Block/Group name(s) by the Separator character. Upper / lower case of the keywords will be ignored.

Each single bar indicates a value of 10% (20% in SingleIcon and MultiIcon view). The remaining rest-value is rounded to decide if an additional full bar will be show or not.

The old (legacy) method to calculate the average bar sizes and values should only be used on identical blocks. When averaging blocks with different maximum values the AltCalc keyword should be used. This will change the method of calculation to:

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.

Adding noCR behind the Separator will suppress the check if the end of the line is reached and will continue to draw even if it can"t be shown anymore.

(Like when you had blocks with the names "Thruster #1" and "Thruster #2" and wanted to address them with "Thruster #") In such a case use the IconCount option.

If the number of icons to be displayed is higher than the number of blocks available, then the number of icons will be padded with missing block icons. (Red cross in a gray frame)

If a bargraph does not fill out the width of a display, and an identical bargraph would fit beside it, FSD will position the bargraphs in a line next to each other.

Adding EndLine behind the Separator will prevent the positioning of the next bargraph next to the current one. Instead a new line below will be started.

Adding noCR behind the Separator will suppress the check if the end of the line is reached and will continue to draw even if it can"t be shown anymore.

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)

If the block has more than one display surface and you want to clone from a different screen than from surface 0, then you can add the display number directly after the colon.

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.

If one of the layouts in the sequence is not defined in the Data-Set of a display, it will show the default layout (started by ShowStats or ShowStats 0).

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.

The SeparatorsThese characters are used to separate the "names" part from the "option keyword" part in the Data_sets. Change these at your own risk!!!

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I also want to change the LCD on sci button panels and I think I know what to do but my question is do you know how I can change the textures of the screen and throw some text on it for a couple of seconds. the objective is when I push the button text appears on the screen with a black background, once the text is gone the texture reverts back to posters changing

space engineers can

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.

*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:

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: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.

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.

A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.

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.

If you want to let me know your feedback on our decision to release paid Decorative Pack, please get in touch via my personal email address marek.rosa@keenswh.com. I welcome every feedback and we will use it to learn and provide better service.

space engineers can

LCD panels are backlit by LED lights, so they rely on a backlight behind the panel to make the picture visible, and the LCD layer can"t prevent all light from escaping out of the screen. This means that even in a black scene, the backlight is still on, and some light escapes, causing blacks to appear gray.

In an attempt to mask this shortcoming, some LED TVs employ local dimming to target dark portions of the screen and dim the backlight in those areas. The intended result is that dark portions become darker, but everything else is left as bright as it should be, increasing the contrast between dark and light objects.

OLEDs use self-emitting pixels and don"t have a backlight, and because of this, they don"t have local dimming features. However, we score OLEDs as a perfect 10 for local dimming, because they do everything that a local dimming feature on an LED TV should do. Dark areas are completely off, leaving bright areas to stand out without any blooming.

Some TVs offer different local dimming settings. Low settings will usually dim the backlight less, but then the local dimming will also be less effective at improving the contrast. Higher settings will dim more, but may also make blooming, or other related issues, more visible. Local dimming preferences are subjective, so if you have multiple options, try out the different settings and choose the one you like best. Apart from that, there"s no way to get better results from local dimming. If this is a feature that matters to you, be sure to get a TV that scores highly in this test.

Contrast/Brightness: These settings aim to improve the contrast ratio by tinkering with the white and black levels. It doesn"t have a direct effect on the local dimming but can improve the picture quality. The contrast setting increases the luminosity of the brightest whites, while brightness (sometimes called black level), makes blacks darker. Keep in mind the brightness setting on some TVs controls the backlight, which doesn"t affect picture quality.

Samsung"s UHD Dimming: This processes the video in an attempt to mimic local dimming. It doesn’t dim the backlight but instead changes the contrast of different areas of the picture. Video purists usually dislike it, because it messes with the video settings of the TV, changing contrast from frame to frame. We don’t recommend using it.

Frame dimming: Frame dimming, or CE dimming on Samsung TVs, is a basic version of local dimming, but it dims the entire backlight instead of zones. Usually found on edge-lit TVs, it causes small highlights to become dim as well. It may improve the contrast a bit, but it"s not very useful for most scenes.

Local dimming features on LED TVs are a way to improve the contrast ratio. Since these TVs consist of LED backlights behind an LCD panel, local dimming aims to turn off, or dim, certain zones of the LED backlight, making blacks look darker and highlights brighter. However, there may be some issues with local dimming on some TVs as it could cause blooming around bright objects or for entire zones to light up when there"s a small object. Overall, most local dimming features on modern TV do an effective job at improving the picture quality in dark scenes, and only some lower-end models will have glaring problems.

space engineers can

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.

space engineers can

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.

Added User Variables section to the bottom of each logic chunk. This can be used to check a value of a variable, or set/increment a variable. Incrementing variables must be done with double plus or double minus.

Added Functional Block as the first block in the block list. This represents any block that can be turned on or hacked. It is not recommended to use with Single Block logic type selected. As suggested by /u/sumguy720, it is designed to check if any blocks are being hacked.

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 an IF logic chunk, works as a continuation of the IF logic chunk. e.g. IF (a AND b). Can be chained together. e.g. IF (a AND b AND c). Can also be combined with OR. e.g. IF (a AND b OR c).

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).

Following an IF logic chunk, works as a continuation of the IF logic chunk. e.g. IF (a OR b). Can be chained together. e.g. IF (a OR b OR c). Can also be combined with AND. e.g. IF (a AND b OR c).

Works just like an IF logic chunk, but must be placed after a DO logic chunk that follows an IF logic chunk. Checks a condition only when the previous IF condition was not met. e.g. IF (a) DO (b) ELSE IF (c) DO (d). When condition a is not met, condition c will be checked. If condition c is met, d will happen. However, if condition a is met, b will happen and c will not be checked.

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.

You can add to numeric variables using a plus sign (+), or subtract from them using a minus sign (-). If you wanted the total stored power in all of your batteries, you could add each Stored Power value together by choosing All Blocks of TypeBattery, then saving the Stored Power as +totalpower to create a variable totalpower, which would have the sum of all Stored Power values from your Batteries.

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.

When sending or taking items, the amount field accepts decimal numbers (ex. 10.4), numeric user-defined variables (ex. oreAmount), and percentages (ex. 10%). You can even take a percentage of a variable (ex. oreAmount%). A note about using percentages, the percent amount is based on the quantity at the time of transfer. So if you transfer 50% of the Stone in an inventory to another inventory, then transfer 50% again, the second transfer sends 50% of what"s left (25% of the original). If you want to send 50% to one place and 50% to another, you"ll need to first send 50% and then send 100%.

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.

On the left hand side of the page is an Overview box. It shows the simplified logic structure of the script. Moving the mouse over the lines in this overview will highlight the corresponding logic chunks in the script creator. Clicking a line will scroll to the chosen logic chunk. The Overview box will remain on the left hand side of the page.

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.

This can cause your script not to compile if you don"t use the correct C# syntax. There is no error checking in VSB to ensure the code you typed is valid.

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.

Use the Block Type dropdown menu to choose the type of block you want to work with. Click it, and a warning will show up to let you know you may lose work by changing the block type. Press the red Yes button to unlock the Block Type menu, then click the menu again and choose Interior Light.

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.

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At 120 FPS, the engine renders each frame twice (graphics engine is bound to physics engine (which runs at 60 ticks/s) with no working interpolation), so the real framerate is limited to 60. This also causes higher input lag and framerates below 60 to feel a lot less smooth. You can test this by using Cheat Engine to run the game at a lower speed.[citation needed]

DirectX 9 has been officially dropped as of February 26, 2016.Re-enable DirectX 9 / 32-bit support on how to open the latest DirectX 9 version of the game.

32-bit support has been officially dropped as of February 26, 2016.Re-enable DirectX 9 / 32-bit support on how to open the latest 32-bit version of the game.

The performance depends on the complexity of your world and the configuration of your computer. Simple worlds run smoothly even on low-end computers, but a more complex world with rich object interactions could overload even high-end computers.

File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data (use Wine regedit to access Windows registry paths). Games with Steam Cloud support may store data in ~/.steam/steam/userdata//244850/ in addition to or instead of this directory. The app ID (244850) may differ in some cases. Treat backslashes as forward slashes. See the glossary page for details.

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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.

Colorful Icons gives you complete freedom, letting you choose which icons will be changed, and includes colored icons for ores, ingots, components, and more!

Based on actual NASA photos, modder Dr. Novikov plays around with shaders, shadows, lighting effects, and other visual properties of the game to make everything appear as real as possible.

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.

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.

If you’re looking to sneak up on enemy ships, or stealthily make an escape from battle, all you have to do is fire up your cloaking device and you’ll be completely invisible.

Whether you feel like you’ve explored enough of the vanilla universe, or just want to check out some of the custom content available, there are loads of universe alterations out there.

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.

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Narrator lets you use your PC without a mouse to complete common tasks if you’re blind or have low vision. It reads and interacts with things on the screen, like text and buttons. Use Narrator to read and write email, browse the internet, and work with documents.

Specific commands let you navigate Windows, the web, and apps. Navigation is available using headings, links, landmarks, and more. You can read text (including punctuation) by page, paragraph, line, sentence, word, and character, as well as determine characteristics like font and text color. Efficiently review tables with row and column navigation.

Narrator also has a navigation and reading mode, which you’ll learn more about in Chapter 3: Using scan mode. Use it to get around Windows 11 using just the up and down arrows on your keyboard. You can also use a braille display to navigate your PC and read text, which you’ll learn more about in Chapter 8: Using Narrator with braille.

Every time you turn on Narrator you’ll go to Narrator Home, which gives you one place where you can open everything you need, whether you want to change your Narrator settings or learn basics with QuickStart. The links at Narrator Home include QuickStart, Narrator guide (which takes you to this online user guide), What’s New, Settings, and Feedback. You can also control whether Narrator Home opens when Narrator starts in Narrator settings or by using the checkbox on Narrator home.

Press the Windows logo key  + Ctrl + Enter together to start Narrator. Press these keys again to stop Narrator. On many keyboards, the Windows logo key is located on the bottom row of keys, to the left or right of the Alt key.

Note: When you’re signing in or accessing some menus, the Accessibility icon will appear in the bottom right corner of the screen. Selecting the Accessibility icon opens a menu with a toggle switch that you can use to turn Narrator on or off. Narrator will turn off once you sign in or exit the screen.

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The color page lets you manipulate color in creative and artistic ways that dramatically affect the mood of a scene, making it an incredibly powerful part of the storytelling process. Whether you’re a student, online creator or professional Hollywood colorist, you get hundreds of artistic tools in an easy to learn node based interface that makes experimenting with color fast and exciting! You get support for a huge range of formats, including wide color gamut and HDR images, along with DaVinci’s legendary 32‑bit image processing for high quality, professional results. You can balance and match footage from different sources to create stunning, unique images that are impossible on other systems!

Balancing color is the first step in the color correction process. This is done with the primary correction tools, which are located at the bottom left of the screen. Primary tools affect the entire image and you use them to adjust brightness and color levels to remove unwanted tints and to create a neutral starting point. Each wheel is mapped to a different part of the tonal range. You can simply click and drag inside a wheel to adjust that range’s color, then use the master dial below the wheel to change its overall level. This palette also has adjustment controls, primary bars and log controls. Once shots are balanced, you can begin the creative grading process to create unique "looks".

The primary color wheels let you adjust balance and brightness in overlapping tonal ranges called lift, gamma and gain (also known as shadows, midtones and highlights). The offset wheel adjusts the whole image.

The primary palette contains incredibly powerful primary adjustment controls that let you quickly adjust image contrast, saturation, hue, temperature, tint, midtone detail, color boost shadows, highlights and more. They’re an indispensable set of creative tools that you’ll use every day! For example, midtone detail lets you adjust contrast in areas with high edge detail to increase or decrease image definition or sharpness. Color boost, also referred to as vibrance, intelligently adjusts areas of an image with low saturation, resulting in a subtle and more natural looking increase of color. Whatever your grading experience, these tools will help you quickly produce amazing results!

The log grading wheels have more tightly defined tonal ranges for shadows, midtones and highlights than the primary wheels. They’re designed for film style grading and let you adjust one tonal area without affecting others.

Balanced and matched shots make content from different cameras look consistent. You can use the auto balance tools to quickly balance a group of similar shots. Simply click the auto color button at the left of the color wheels palette to balance the shot’s color and contrast. You can also match the color between different shots. Select a clip, right click on another clip, and select "Shot Match to This Clip" from the menu. Resolve will match the color, contrast and brightness of the clip you’re working on with the one you’ve selected. If a shot contains a chip chart, click on the color match icon in the toolbar, select the type of chart used, line it up on the image and click match!

While the primary wheels give you broad control, curves let you sculpt the color and contrast of an image with much finer detail. Curves can be displayed by clicking on the first icon in the center palette. Each curve lets you adjust a customizable region of the image based on hue, luminance or saturation. The default "custom" curves let you adjust red, green, blue and luminance curves independently, while displaying a live histogram to help guide adjustments. There are also five curves that let you select one thing, such as hue, and change another aspect of it such as luminance or saturation. For example, Hue Vs Sat lets you select a hue and then change the saturation of that hue.

Curves let you adjust luminance and color based on tonal areas you define. For example, you can create smooth cinematic contrast adjustments, boost the red in your highlights while lowering it in the shadows, and much more.

The Hue Vs Sat curve lets you alter the saturation of any hue within the image. This allows you to quickly boost the saturation of elements you want to catch the viewer’s eye, while reducing the saturation of those you don’t.

The Hue Vs Lum curve lets you alter the lightness of elements of a specific color. It’s ideal for darkening specific hues to add richness and depth, or for lightening colorful elements to which you want to draw attention.

The Lum Vs Sat curve increases or decreases saturation in different tonal areas of the image with a nice smooth falloff. For example, you can boost saturation in the midtones while reducing it in the shadows to add depth.

The Sat Vs Sat curve is used to adjust a specific range of saturation without affecting the rest of the image. Simply click in the viewer to choose a value and increase saturation to make it "pop" or decrease to tone it down.

Selecting a specific area for color correction is called "secondary grading." For example, you might want to change the color of a shirt without affecting the rest of the image. The qualifier palette lets you select and adjust part of an image based on hue, saturation or luminance. To start, click the eyedropper in the toolbar and then click and drag on the viewer to select the area you want. The selection is highlighted in the hue, saturation and luminance strips. Click the magic wand icon in the viewer to see the selection or "key". Use the controls in the qualifier palette to enhance the selection, then use the wheels, curves and other tools to adjust the image until it’s perfect!

While qualifiers target an area of the image based on color, luminance, or saturation, Power Windows let you define a selection by drawing shapes around specific objects in a scene. When you click on the Power Window icon, the palette shows you different geometric shapes, along with a pen tool and a gradient tool. Click on the icon for the shape you want and it will appear in the viewer. Drag the on screen controls to adjust its size, soften the edges, and place it exactly where you want. There are also options for manually adjusting size, pan, rotation, softness and much more. Once it’s set, you can apply color corrections to the area inside or outside of the shape!

The tracker lets you automatically animate Power Windows to follow moving objects in a scene. To open the tracker palette, click on the cross hair icon in the toolbar. You’ll see a playhead, along with options for analyzing the pan, tilt, zoom, rotation, and 3D perspective of the shot. With your Power Window still selected, choose the options that best match the camera’s movement, move the playhead to the beginning of the clip, and click the track forward button. The clip is analyzed and the Power Window will be automatically animated to follow the object in your shot! The tracker can also be used to stabilize images or to attach effects, such as a lens flare, to specific objects in a scene.

Nodes are the building blocks of color correction in DaVinci Resolve. The first node is usually used for image balancing, while additional nodes are used for more creative work. For example, your first node may be a primary correction, the second might isolate and improve the sky, and a third node could smooth out skin tones. Nodes let you create unique looks without compromising image quality as you would grading with layers. The node editor at the top right is like a flow chart. The image starts at the left and is passed through each color correction or effect node until it reaches the output on the right. Nodes can be connected by dragging the output of one to the input of another.

The color page features a library of over 85 GPU and CPU accelerated Resolve FX plug-ins that you can use to enhance images and add effects. They’re organized by category in the Open FX library at the top right of the screen. There are a variety of different blurs, color effects, glows and lens flares, vignettes, refinement and beauty tools, image restoration, sharpening, stylize, texture, transformation and warpers that you can add to any shot. To add an effect, drag it to any node. The library will switch to an inspector showing you the settings for that plug-in. You can adjust and keyframe different values similarly to the edit page! Third party Open FX plug-ins also show up in the library.

Color is displayed inconsistently on every screen, and even our eyes can interpret an image differently under various lighting conditions. Professional scopes give you a consistent way to see image data. The scopes palette, located at the bottom right of the screen, features five different scopes that give you objective tools for measuring and evaluating color in an image. They can be used to check tonal ranges, adjust skin tones, balance footage and match clips to one another. Scopes let you see the relative strength and range of color components such as luminance, chrominance, saturation, hue, color gamut, white point, individual RGB channels and more.

The parade scope helps you quickly see if one color channel is stronger than the others. It can be set to display multiple waveforms for a variety of video signals in an image such as RGB, YRGB and Y Cb Cr, making it easy to spot and fix imbalances.

Similar to the parade, the waveform displays the luminance and color values overlaid on top of each other at the current frame. When the colors line up, they appear white, which indicates that each channel has an equal intensity.

The vectorscope monitor displays a circular graph of your image data that represents its hue and saturation levels. It is commonly used to check if skin tones are shifted toward unflattering colors such as green, yellow or magenta.

This histogram provides a graphical representation of each channel’s tonal distribution. This lets you evaluate tone, understand whether detail has been blown out in the highlights or crushed in the shadows, and to adjust brightness and contrast.

The chromaticity scope helps determine if colors are within the boundaries of your project’s delivery format as specified in project preferences. For example, when working in HD, colors falling outside of the Rec. 709 HD colorspace triangle will be clipped on HDTVs.

The color page "gallery" lets you organize, share and re‑use grades in several ways to help speed up your workflow. The fastest way to copy a grade is to simply middle click a clip in the film strip to copy its grade to the current shot in the viewer. You can also save grades by right clicking anywhere in the viewer and creating a "still." Stills can be organized into albums and are stored in the gallery, which is located at the top left of the screen. The "Apply Grade" command lets you copy a saved grade to another shot. If you have a series of shots from the same camera, you can select them, right click and create a group. Now, when you grade one of the shots they’ll all be graded!

Using wipe and split screen modes in the viewer is a great way to compare shots. You can compare a string of clips in a scene to each other, to variants of grades in the gallery or to versions of grades within a single clip. Clicking on “image wipe” in the top left of the viewer lets you view frames from two different clips. There are options at the top right for displaying wipes horizontally, vertically, mixed, as an alpha, as a difference matte, and even as a picture in picture. When you click on split screen, it lets you display multiple full frames in the viewer at once, based on a wide variety of criteria, which you can select from the drop down menu at the top right.

The lightbox, which can be turned on by clicking its icon at the top right of the screen, displays every clip in your timeline as a thumbnail with grades applied. This is a great way to see how your shots look side by side and evaluate how the grade is affecting the story. It’s also a great tool for spotting differences between shots, or to simply see if there are any shots that you missed! Use the zoom slider to see a range of clips or the complete timeline. As the story progresses, you should see the color palette and the mood of the grade reflected in each scene. Any clip that "pops" out probably needs more attention. Just select a thumbnail and turn off the lightbox to jump to that clip’s grade!

The color page has an extremely versatile and deep set of features designed to help you create great looking images. Whether you’re a video editor that’s new to color, an aspiring colorist, or a seasoned Hollywood colorist, you’ll find creative tools for expressing your vision, along with technical tools that help you work faster and deliver the highest possible quality images. You get a complete color management system and support for the latest HDR formats with tools specifically designed for high dynamic range work. In addition, you get powerful face retouching and beauty tools, paint for removing blemishes or unwanted objects, advanced noise reduction, film grain, restoration tools and more!

DaVinci Resolve Studio features the world’s most advanced tools for grading the latest wide color gamut and high dynamic range (HDR) images. HDR grading is made possible thanks to 32-bit image processing, industry standard HDR output and Resolve color management. You get Dolby Vision, HDR10+ and new HDR Vivid metadata palettes, HDR mode node adjustments, HDR colorspace transforms supporting ST.2084 and HLG tone mapping, and HDR monitoring using built-in scopes. DaVinci Resolve 18 adds an entirely new, next generation HDR Primary Grading Palette with customizable zone based exposure and color controls, along with perceptually color-constant image processing, giving you total control over HDR grades.

Modern digital cinema cameras can capture 13 to 19 stops of dynamic range, which offers incredible potential for producing imagery that closely mimics human vision. However, extremely bright highlights or very dark shadows can be challenging to balance using traditional tools. The HDR palette allows you to address the different tonal ranges of the image, from shadows and highlights, to super blacks and specular whites. You can also create new color wheels and define your own custom tonal ranges in each image, enabling you to adjust tonality and colors based on the media’s unique requirements. The HDR grading palette gives you a level of creative control that has never been possible before!

The standard curve tools let you sculpt color and contrast in a variety of creative ways. The new color warper goes even further, allowing you to set a Hue vs. Hue color grade for specific saturations. This lets you give a completely new feel to images! It also allows you to warp color based on luminance, or brightness. When you click the color warper palette, you’ll see a web or grid display of all the hues and saturations in an image. Simply select any hue or range of hues on either the web or directly in the image viewer, then drag that range to another hue and saturation point on the web in the palette. It’s an entirely new, innovative way to transform color in your images!

DaVinci Resolve works with virtually all native camera RAW formats. That means you can work with files directly from the camera’s sensor instead of compressed pixel data. Simply choose a RAW file and click the RAW icon located on the left side of the toolbar. The RAW palette gives you total control over highlight recovery, white balance, gamma, exposure, color temperature, tint, sharpness and more. RAW image processing is completely non-destructive and processes the clips before the node editor input. You’re simply re-interpreting the camera’s original sensor data. This allows you to change things, such as exposure, after the image has been shot, all without affecting image quality!

The face refinement tool in DaVinci Resolve Studio will find faces, automatically create masks for different p