Space Engineers

Space Engineers

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Fix LCD support
   
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Type: Mod
Mod category: Script
File Size
Posted
Updated
31.874 KB
15 Jun, 2023 @ 2:58am
26 May, 2024 @ 9:23am
4 Change Notes ( view )

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Fix LCD support

In 1 collection by Digi
Digi's Space Engineers mods
50 items
Description
For modder use: allows LCDs to work on more block types.


How it works
It changes the Render component on functional (on/off-able) blocks that have 1 or more ScreenAreas declared.

To use this as a modder simply add this mod as a dependency.

Some blocks have non-standard render component and this mod replacing it can cause issues (reminder that it only replaces it if the block has ScreenAreas defined, it doesn't touch anything else).
If you tested one of these extensively and found downsides or crashes, please let me know so I can note it here and remove its option from code.

Refer to SE wiki for a list of block types and their LCD support (also which ones can be fixed by this)
https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/BlockTypeSupport


Might also be interested in:
- LCD On Subparts (Framework)


mod io?
Please read[gist.github.com]
22 Comments
@Digi
with just buildinfo in the same worldsetup with a fresh world it doesnt happen.
and yeah my ryzen5 3600 might be becoming old but can still handle much more stuff going on in se.
the config part was something i already did as that is part of a clean modredownload (which is deleting or moving to a backup location all modrelated files inside the main storage folder and worldspecific storage folder as well as inside the workshop folder of the steam library in which se is installed before resubbing to a mod you have done it to to trigger a downlaod of the modfiles while se itself is closed and then not touching that download till its finished).

might be just a hickup thingy going on and as its just annoying and not breaking it i would sort it for now under inconvienience and keep an eye on it.
Digi  [author] 6 Jul @ 3:17am 
Still doesn't happen :( you could try renaming buildinfo's config.ini (so you can restore it later) and see if that makes any difference.
I don't really see how this mod can affect that though, if you remove this mod from that world does it suddenly work fine, no flickering?
I don't suppose the CPU is struggling to keep up with that empty world does it? Even my old 2012 i5 CPU would handle it at 1.0 sim and 60fps, so I really doubt that's the issue but I dunno, activate steam's detailed FPS view to see frame history maybe it has unusual dips. You can see mine here where the graph is just a line =) https://i.imgur.com/Ov8Ev7o.png
@Digi
here comes the testworld, freshly made with freshly started se on a freshly started pc.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3518113017
can make it happen with just selecting both batterys of the space respawn grid.
if no one else is able to reproduce it could it be related to soft or hardware differences?
while i dont have a true potato here a pc from 2019 slowly shows its age.

so far i did not touch pluginloader or stuff that are to my understanding works similar.
i was just in my testrunphase (so fresh world with just the mod i wand to check out and its requirements on the first test and then adding just a single mod and its requirements to it in another fresh world and repeating it till i either find a problem or have all the mods i want to use in the world) as i encountered that little infoflickering thingy.
Digi  [author] 5 Jul @ 6:57pm 
Ah I see, I call that multi-detailed info :} but it doesn't happen to me :lunar2020thinkingtiger: with just this and buildinfo spawning in space and selecting all blocks in the ship, it's stable for me.

Can you start the game (exit the game entirely to desktop if already running) and load that starsystem world directly, no other worlds loaded before it because mod stuff can leak and cause issues in other worlds.
If it still happens after doing that, can you publish that world and link it here (or zip it up and link that, either way I want to try that world).

Hmm also, are you using pluginloader (or similar)? If so try without that first. Or any other modifications, like reshade? Try temporarily turning the effects off too.
@Digi
intermittendly the lower right corner wher you can see for example the amount of batteries selected and calculated together goes away and comes back shortly after, basically like a very fast diashow, instead of showing constantly.
did try to catch it on a screenshot but after over 2 dozen failed attemps i either lack the timing for it or its happening just too fast to be catched.

have already checked if there might be another mod interfeering by making a completly fresh world based on the star system map with no changes to its settings beside adding fix lcd support and buildinfo and also did make a clean modredownload and file integrety check to sort that end out.
Digi  [author] 4 Jul @ 9:01pm 
@Abisius Xarvenius Carbensius
I'm not sure what you mean, is this breaking something on buildinfo? if so what exactly? show an image if applicable.
even the control menu infos of buildinfo get roasted my fix lcd support which is atleast in my eyes one of the must have mods.

is there absolutly no way around it?
Laarryy1234 22 Jun @ 5:56pm 
aha i see, well rip the one mod that was using this then as the defense shield is more important to my overall gameplay so rather have that working, was using the quite new mod called calculated deconstruction as that would really speed up any salvage work i needed to do after defeating any enemy npc ships but that has this mod as a requirment. thanks for the respone though
Digi  [author] 22 Jun @ 5:41pm 
Oh and I can't use alternatives to gamelogic because it seems to be extremely timing sensitive when I swap out the render component for LCDs to function, I tried this before even releasing because it would've been more flexible, as it stands I need to add new block types manually (which is only on some major game updates).
Digi  [author] 22 Jun @ 5:39pm 
@Laarryy1234 - It's a game issue and defense shields issue that triggers from ANY mod that adds a gamelogic component, which is the most common way to run code on something, but it doesn't even have to run anything to break it, more details on the bugreport: https://support.keenswh.com/spaceengineers/pc/topic/44325-205-024-modapi-multiple-gamelogics-prevents-some-calls

Thing is, I already talked to Darkstar long ago when we found this with the issue and how to fix, then I think again later when someone else took over.

I also made an experimental mod that manually triggers the things https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3361127571 - but it has issues as the comment there mentions (which I've not confirmed or looked into, it's a rabbithole xD)