Space Engineers

Space Engineers

Fix LCD support
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)
Laarryy1234 22 Jun @ 5:26am 
in what way would this mod interact with defense shield?? when this is added to a save it removes all ingame terminal information for defense shields, I cant see how this would interact with control pannel information
ViKKerS 3 Jun @ 8:02am 
Thank you. The problem is solved.
Digi  [author] 30 May @ 7:55am 
"<TextSurfaceCount> and <UseTextSurface>" ? Those things don't exist, I dunno what you're reading but it's not the wiki =)
This is the proper way to declare screens: https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/CubeBlocks/TimerBlock_Definition#ScreenAreas

For the crash you need to look at the SE log, more info on that: https://spaceengineers.wiki.gg/wiki/Modding/Troubleshooting

Or for more realtime help, ask in the keen's discord [discord.gg] at #modding-art-sbc or #modding-programming - include the sbc and SE log/crash.
ViKKerS 30 May @ 6:56am 
Hello! Thank you for creating this useful mod.

I have a question regarding how your LCD Fix works. According to documentation, blocks like TimerBlockDefinition should support LCDs when your mod is active, but in our case, adding <TextSurfaceCount> and <UseTextSurface> still results in a game crash.

Is there anything specific we need to do in order to make LCDs work on timer blocks? Does your mod support all custom TimerBlockDefinition blocks, or only the default ones?

Thank you in advance!
TridentPT 23 Feb, 2024 @ 7:46pm 
Your welcome. I will alter what model I will use. Thank you for your hard work, great job btw.
Digi  [author] 22 Feb, 2024 @ 8:38pm 
Indeed, jumpdrive type seems very glitchy, might be from the resource sink being used as charging only, not sure.
Either way it's the game controlling these and requires a lot of digging to see what's going on and that's only the half of it, might not even be able to fix it with a mod xD so for now can't really do LCDs on jumpdrives unfortunately.

I'll mark it in the description, thanks for the report :}
TridentPT 22 Feb, 2024 @ 3:54pm 
Ok, so I am trying this mod with my simple mod. I used a Vanilla small block Program Block with some Jump Drive settings. Jump drive works, and screen settings work in the console.
In a Local save game, local Mod/Steam your mod AND Both mods from steam, Just keep getting the default screens, or a black screen, but scripts will write to the edit text box.
In a Dedicated server, I can display images, but Automatic LCD's 2 will not write to the edit text box, the Whips Radar and Horizon scripts will not show to the screen.
Mod order does not change anything.
Archan79 27 Jun, 2023 @ 1:47pm 
this is message in log: mod_notice:
Fix LCD support, in file: Unknown
Possible entity type script logic collision
Archan79 27 Jun, 2023 @ 1:45pm 
not sure, I added it as dependiancy (I use connector) and shields stopped working in few games. removed it and work again.
I got somewhere log
Digi  [author] 25 Jun, 2023 @ 8:43pm 
What kind of conflict, what happens?
Archan79 25 Jun, 2023 @ 4:11pm 
issue, it create coflict with defense shield mod. no idea why.
Archan79 18 Jun, 2023 @ 12:01pm 
okaaay... I am digging it. :D great job btw