http://spaceengineerswiki.com/api.php?action=feedcontributions&user=Thread&feedformat=atomSpace Engineers Wiki - User contributions [en]2024-03-28T17:56:29ZUser contributionsMediaWiki 1.28.0http://spaceengineerswiki.com/index.php?title=Programmable_Block&diff=23281Programmable Block2019-07-17T02:19:47Z<p>Thread: /* Programming */ + Malware's coding guide</p>
<hr />
<div>{{itembox<br />
| item = Programmable Block<br />
| description = Block That Executes Code<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| spowerconsumption = 0.0005<br />
| sbuildtime = 20<br />
| sairtightness = no<br />
| sresourcesinkgroup = Utility<br />
| scomponentstructure = 2<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 1<br />
| scomponent2 = Computer<br />
| scomponent2amt = 2<br />
| scomponent3 = Display<br />
| scomponent3amt = 1<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Large Steel Tube<br />
| scomponent5amt = 2<br />
| scomponent6 = Construction Component<br />
| scomponent6amt = 2<br />
| scomponent7 = Steel Plate<br />
| scomponent7amt = 2<br />
| swidth = 1<br />
| sheight = 1<br />
| sdepth = 1<br />
<br />
| lpowerconsumption = 0.0005<br />
| lairtightness = no<br />
| lresourcesinkgroup = Utility<br />
| lbuildtime = 20<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 10<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Display<br />
| lcomponent3amt = 1<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Large Steel Tube<br />
| lcomponent5amt = 2<br />
| lcomponent6 = Construction Component<br />
| lcomponent6amt = 4<br />
| lcomponent7 = Steel Plate<br />
| lcomponent7amt = 11<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 1<br />
<br />
| version = 01.106<br />
}}<br />
<br />
== Overview ==<br />
A Programmable Block can be programmed to do different functions, like switching lights and controlling doors. It can also be used by entering the control panel in the Terminal. It has almost unlimited functionality.<br />
<br />
== Usage ==<br />
Programmable Block scripts run in a single update (single frame) and any that take too long to complete are aborted. This means it is impossible for a single run of the script to 'wait' on any event. If you want your script to run when something happens, you need to either find a way of getting another block to trigger it at the right time (an 'interrupt-driven' approach via eg. a sensor block), or modify your script to check for a precondition and set up a timer to run it regularly (a 'polling' approach). Depending on what your script is doing, one approach may be the preferred or even the only way to do it.<br />
<br />
*Since [[Update_01.067#Hotfix_01.067.007|Update 01.067 Hotfix 007]] each programmable block has a maximum limit of '''100,000''' characters for any in-game script. <br />
<br />
=== GUI Overview ===<br />
<br />
The programmable block terminal panel screen currently contains two buttons:<br />
<br />
''Edit'' – it will open the editor for editing scripts and the ability to save/load scripts from and to disk.<br />
Also, you can upload your scripts to workshop and download subscribed scripts.<br />
<br />
''Run'' – it will run the script that was remembered in editor. It will run the script only once. However this button is terminal action, so you can attach it to sensor, timer block, and button or add it to toolbar.<br />
<br />
[[File:Steamworkshop webupload previewfile 360966557 preview.jpg|500px]]<br />
<br />
''Details section'' – In this area the script exception will be shown (if any will occur)<br />
<br />
==== Editor ====<br />
{| style="width: 80%;"<br />
|<br />
[[File:Steamworkshop webupload previewfile 360966557 preview (1).jpg|500px]]<br />
<br />
|Code editor contains these buttons:<br />
* ''Help'' – it will open the help guide inside the game.<br />
* ''Check Code'' – it will check the code for code mistakes and also check if used code isn’t forbidden.<br />
* ''Remember & Exit'' – it will save the code for execution, close editor screen and returns to terminal panel.<br />
* ''Remember code'' – it will save code for execution and leave editor open.<br />
* ''Browse Workshop'' – it will open a window for script management, you can save/load scripts from disk , upload scripts to workshop and download subscribed scripts.<br />
* ''Line counter'' – it shows current line number and total number of lines in code<br />
|}<br />
==== Browse Workshop ====<br />
{| style="width: 80%;"<br />
|<br />
[[File:Browse workshop.jpg|200px]]<br />
|This screen is similar to blueprint screen and contains these buttons :<br />
* ''Ok'' – it will load the selected script into the editor and close the screen<br />
* ''Cancel'' – it will close the screen (no changes to code in editor)<br />
* ''Details'' – it will open the "details" screen, where you can see description of script<br />
* ''Rename (only for local scripts)'' – it will rename the selected script, if you try to rename to existing script, the game will ask you if you want to overwrite the existing script.<br />
* ''Delete (only for local scripts)'' – it will ask you if you really want to delete the script, after the confirmation script will be deleted.<br />
* ''Create from editor''– it will create new script with default name Script_XX it starts with 0 and if the script with the selected name already exists, it will increment the value. E.g. first there will be Script_0 then Script_1 etc…<br />
* ''Replace from editor (only for local scripts)'' – it will replace (after user confirmation) the selected script with script from the editor.<br />
* ''Refresh Scripts'' – will reload the local and subscribed script list<br />
|}<br />
==== Details (local script) ====<br />
{| style="width: 80%;"<br />
|<br />
[[File:Details (local script).jpg|500px]]<br />
|This screen will show up when you press details for local script and contains the following buttons:<br />
* ''Rename'' – it will rename the selected script, if you try to rename to existing script, the game will ask if you want to overwrite the existing script.<br />
* ''Delete'' – it will ask you if you want to delete the script, after confirmation script will be deleted.<br />
* ''Publish'' – it will publish the script into workshop and show the workshop page with the script.<br />
* ''Browse Workshop'' – it will open the workshop screen to browse and subscribe scripts.<br />
* ''Close'' – it will close the screen<br />
|}<br />
==== Details (workshop script) ====<br />
<br />
This screen will show up when you press details for script from workshop and it contains these buttons:<br />
* ''Open in Workshop'' – it will open the current script workshop page.<br />
* ''Close'' – it will close the screen<br />
<br />
== Media ==<br />
[[File:Programmable_Block_ProgramBlock01.jpg|none|400px]]<br />
<br />
== Tips ==<br />
<br />
== Known Issues ==<br />
*'''Foreach not working at 64- bit''':<br />
''Problem'' - Currently using of foreach loop inside script will cause “bad program exception” at some configurations and prevent script from running. We are working of fixing this issue. <br/>''Workaround'' - All our interfaces used in in-game scripting are using lists as collections. Please use For loop for iteration across these lists<br />
<br />
*'''Lambda functions not working'''<br />
''Problem'':<br />
Currently lambda functions are not supported, if you use them in script, exception will be thrown and script will not run.<br/>''Workaround'' -<br />
Please use method instead of lambda function if possible.<br />
<br />
* '''User defined static variables and methods not working'''<br />
''Problem'' -<br />
Currently using user defined static members or methods will cause script to throw exception and the script will not run.<br/>''Workaround'' -<br />
Please don’t define static methods or variables.<br />
<br />
*'''User defined variables are not saved'''<br />
''Problem'' -<br />
None of the user defined variables inside script are saved, therefore after loading game they are reset to their default values.<br/>''Workaround'' -<br />
We added string variable called "Storage" that will be loaded and saved when the block is loaded and saved.<br />
<br />
== See Also ==<br />
* [[Programming Guide]]<br />
* [[Programming_Guide/Action_List|Action List]]<br />
* [[Programming_Guide/API_List|API List]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Programmable_block|Action List - Programmable block]]<br />
<br />
== External links ==<br />
* Programmable block [https://github.com/malware-dev/MDK-SE/wiki/Quick-Introduction-to-Space-Engineers-Ingame-Scripts coding guide] - Malware's coding guide<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.063]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
* Programmable Block Introduced<br />
|}<br />
<br />
</div></div>Threadhttp://spaceengineerswiki.com/index.php?title=Template:Itembox&diff=23206Template:Itembox2019-03-04T21:56:03Z<p>Thread: ~ feature deprecation, no financial loss here</p>
<hr />
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|movementcoefficient = {{{lmovementcoefficient|}}}<br />
|virtualmass = {{{lvirtualmass|}}}<br />
|forcemagnitude = {{{lforcemagnitude|}}}<br />
|storagecapacity = {{{lstoragecapacity|}}}<br />
|maxstoredenergy = {{{lmaxstoredenergy|}}}<br />
|gascapacity = {{{lgascapacity|}}}<br />
|airtightness = {{{lairtightness|}}}<br />
|ROF = {{{lROF|}}}<br />
|shotdeviation = {{{lshotdeviation|}}}<br />
|ammo = {{{lammo|}}}<br />
|partof = {{{lpartof|}}}<br />
|component1 = {{{lcomponent1|}}}<br />
|component1amt = {{{lcomponent1amt|}}}<br />
|component2 = {{{lcomponent2|}}}<br />
|component2amt = {{{lcomponent2amt|}}}<br />
|component3 = {{{lcomponent3|}}}<br />
|component3amt = {{{lcomponent3amt|}}}<br />
|component4 = {{{lcomponent4|}}}<br />
|component4amt = {{{lcomponent4amt|}}}<br />
|component5 = {{{lcomponent5|}}}<br />
|component5amt = {{{lcomponent5amt|}}}<br />
|component6 = {{{lcomponent6|}}}<br />
|component6amt = {{{lcomponent6amt|}}}<br />
|component7 = {{{lcomponent7|}}}<br />
|component7amt = {{{lcomponent7amt|}}}<br />
|component8 = {{{lcomponent8|}}}<br />
|component8amt = {{{lcomponent8amt|}}}<br />
|component9 = {{{lcomponent9|}}}<br />
|component9amt = {{{lcomponent9amt|}}}<br />
|component10 = {{{lcomponent10|}}}<br />
|component10amt = {{{lcomponent10amt|}}}<br />
|structure = {{{lcomponentstructure}}}<br />
|property = {{{lcomponentproperty}}}<br />
|width = {{{lwidth|}}}<br />
|height = {{{lheight|}}}<br />
|depth = {{{ldepth|}}}<br />
|nocat= {{{nocat|}}}<br />
}} {{#set:lmass={{calculate mass|l|{{FULLPAGENAME}} }} }}<br />
{{#set:lintegrity={{calculate integrity|l|{{FULLPAGENAME}} }} }}<br />
|}}{{#ifeq: {{lc:{{{smallship|yes}}} }}|yes|<br />
{{componentbox<br />
|type = s<br />
|item = {{{item|No Image}}}<br />
|lang = {{{lang|}}}<br />
|translation = {{{translation|}}}<br />
|mass = {{calculate mass|s|{{FULLPAGENAME}}}}<br />
|integrity= {{calculate integrity|s|{{FULLPAGENAME}}}}<br />
|dropprob = {{{dropprob|}}}<br />
|buildtime = {{{sbuildtime|}}}<br />
|materialefficiency = {{{smaterialefficiency|}}}<br />
|refinespeed = {{{srefinespeed|}}}<br />
|disassembleratio = {{{sdisassembleratio|}}}<br />
|deformationratio = {{{sdeformationratio|}}}<br />
|resourcesourcegroup = {{{sresourcesourcegroup|}}}<br />
|resourcesinkgroup = {{{sresourcesinkgroup|}}}<br />
|powerconsumption = {{{spowerconsumption|}}}<br />
|powerstandby = {{{spowerstandby|}}}<br />
|maxpoweroutput = {{{smaxpoweroutput|}}}<br />
|movementcoefficient = {{{smovementcoefficient|}}}<br />
|forcemagnitude = {{{sforcemagnitude|}}}<br />
|virtualmass = {{{svirtualmass|}}}<br />
|storagecapacity = {{{sstoragecapacity|}}}<br />
|maxstoredenergy = {{{smaxstoredenergy|}}}<br />
|gascapacity = {{{sgascapacity|}}}<br />
|airtightness = {{{sairtightness|}}}<br />
|ROF = {{{sROF|}}}<br />
|shotdeviation = {{{sshotdeviation|}}}<br />
|ammo = {{{sammo|}}}<br />
|partof = {{{spartof|}}}<br />
|component1 = {{{scomponent1|}}}<br />
|component1amt = {{{scomponent1amt|}}}<br />
|component2 = {{{scomponent2|}}}<br />
|component2amt = {{{scomponent2amt|}}}<br />
|component3 = {{{scomponent3|}}}<br />
|component3amt = {{{scomponent3amt|}}}<br />
|component4 = {{{scomponent4|}}}<br />
|component4amt = {{{scomponent4amt|}}}<br />
|component5 = {{{scomponent5|}}}<br />
|component5amt = {{{scomponent5amt|}}}<br />
|component6 = {{{scomponent6|}}}<br />
|component6amt = {{{scomponent6amt|}}}<br />
|component7 = {{{scomponent7|}}}<br />
|component7amt = {{{scomponent7amt|}}}<br />
|component8 = {{{scomponent8|}}}<br />
|component8amt = {{{scomponent8amt|}}}<br />
|component9 = {{{scomponent9|}}}<br />
|component9amt = {{{scomponent9amt|}}}<br />
|component10 = {{{scomponent10|}}}<br />
|component10amt = {{{scomponent10amt|}}}<br />
|structure = {{{scomponentstructure}}} <br />
|property = {{{scomponentproperty}}} <br />
|width = {{{swidth|}}}<br />
|height = {{{sheight|}}}<br />
|depth = {{{sdepth|}}}<br />
|nocat = {{{nocat|}}}<br />
}} {{#set:smass={{calculate mass|s|{{FULLPAGENAME}}}}}}<br />
{{#set:sintegrity={{calculate integrity|s|{{FULLPAGENAME}} }} }}<br />
|}}{{#ifeq: {{lc:{{{component|yes}}} }}|yes|<br />
{{componentbox<br />
|type = c<br />
|item = {{{item|No Image}}}<br />
|lang = {{{lang|}}}<br />
|translation = {{{translation|}}}<br />
|mass = {{{cmass|}}}<br />
|volume = {{{cvolume|}}}<br />
|integrity= {{{cintegrity|}}}<br />
|dropprob = {{{dropprob|}}}<br />
|buildtime = {{{cbuildtime|}}}<br />
|materialefficiency = {{{cmaterialefficiency|}}}<br />
|refinespeed = {{{crefinespeed|}}}<br />
|capacity = {{{ccapacity|}}}<br />
|component1 = {{{ccomponent1|}}}<br />
|component1amt = {{{ccomponent1amt|}}}<br />
|component2 = {{{ccomponent2|}}}<br />
|component2amt = {{{ccomponent2amt|}}}<br />
|component3 = {{{ccomponent3|}}}<br />
|component3amt = {{{ccomponent3amt|}}}<br />
|component4 = {{{ccomponent4|}}}<br />
|component4amt = {{{ccomponent4amt|}}}<br />
|component5 = {{{ccomponent5|}}}<br />
|component5amt = {{{ccomponent5amt|}}}<br />
|component6 = {{{ccomponent6|}}}<br />
|component6amt = {{{ccomponent6amt|}}}<br />
|component7 = {{{ccomponent7|}}}<br />
|component7amt = {{{ccomponent7amt|}}}<br />
|component8 = {{{ccomponent8|}}}<br />
|component8amt = {{{ccomponent8amt|}}}<br />
|component9 = {{{ccomponent9|}}}<br />
|component9amt = {{{ccomponent9amt|}}}<br />
|component10 = {{{ccomponent10|}}}<br />
|component10amt = {{{ccomponent10amt|}}}<br />
|nocat= {{{nocat|}}}<br />
}} <br />
|}}{{#ifeq: {{lc:{{{tool|yes}}} }}|yes|<br />
{{componentbox<br />
|type = t<br />
|item = {{{item|No Image}}}<br />
|lang = {{{lang|}}}<br />
|translation = {{{translation|}}}<br />
|mass = {{{tmass|}}}<br />
|volume = {{{tvolume|}}}<br />
|gascapacity = {{{tgascapacity|}}}<br />
|integrity= {{{tintegrity|}}}<br />
|dropprob = {{{dropprob|}}}<br />
|materialefficiency = {{{tmaterialefficiency|}}}<br />
|refinespeed = {{{trefinespeed|}}}<br />
|ROF = {{{tROF|}}}<br />
|shotdeviation = {{{tshotdeviation|}}}<br />
|ammo = {{{tammo|}}}<br />
|speedmult = {{{tspeedmult|}}}<br />
|reachmult = {{{treachmult|}}}<br />
|buildtime = {{{cbuildtime|}}}<br />
|component1 = {{{ccomponent1|}}}<br />
|component1amt = {{{ccomponent1amt|}}}<br />
|component2 = {{{ccomponent2|}}}<br />
|component2amt = {{{ccomponent2amt|}}}<br />
|component3 = {{{ccomponent3|}}}<br />
|component3amt = {{{ccomponent3amt|}}}<br />
|component4 = {{{ccomponent4|}}}<br />
|component4amt = {{{ccomponent4amt|}}}<br />
|component5 = {{{ccomponent5|}}}<br />
|component5amt = {{{ccomponent5amt|}}}<br />
|component6 = {{{ccomponent6|}}}<br />
|component6amt = {{{ccomponent6amt|}}}<br />
|component7 = {{{ccomponent7|}}}<br />
|component7amt = {{{ccomponent7amt|}}}<br />
|component8 = {{{ccomponent8|}}}<br />
|component8amt = {{{ccomponent8amt|}}}<br />
|component9 = {{{ccomponent9|}}}<br />
|component9amt = {{{ccomponent9amt|}}}<br />
|component10 = {{{ccomponent10|}}}<br />
|component10amt = {{{ccomponent10amt|}}}<br />
|nocat= {{{nocat|}}}<br />
}} <br />
|}}{{#ifeq: {{lc:{{{rawmaterial|yes}}} }}|yes|<br />
{{componentbox<br />
|type = r<br />
|item = {{{item|No Image}}}<br />
|lang = {{{lang|}}}<br />
|translation = {{{translation|}}}<br />
|mass = {{{rmass|}}}<br />
|volume = {{{rvolume|}}}<br />
|integrity= {{{rintegrity|}}}<br />
|dropprob = {{{dropprob|}}}<br />
|materialefficiency = {{{rmaterialefficiency|}}}<br />
|refinespeed = {{{rrefinespeed|}}}<br />
|component1 = {{{ccomponent1|}}}<br />
|component1amt = {{{ccomponent1amt|}}}<br />
|component2 = {{{ccomponent2|}}}<br />
|component2amt = {{{ccomponent2amt|}}}<br />
|component3 = {{{ccomponent3|}}}<br />
|component3amt = {{{ccomponent3amt|}}}<br />
|component4 = {{{ccomponent4|}}}<br />
|component4amt = {{{ccomponent4amt|}}}<br />
|component5 = {{{ccomponent5|}}}<br />
|component5amt = {{{ccomponent5amt|}}}<br />
|component6 = {{{ccomponent6|}}}<br />
|component6amt = {{{ccomponent6amt|}}}<br />
|component7 = {{{ccomponent7|}}}<br />
|component7amt = {{{ccomponent7amt|}}}<br />
|component8 = {{{ccomponent8|}}}<br />
|component8amt = {{{ccomponent8amt|}}}<br />
|component9 = {{{ccomponent9|}}}<br />
|component9amt = {{{ccomponent9amt|}}}<br />
|component10 = {{{ccomponent10|}}}<br />
|component10amt = {{{ccomponent10amt|}}}<br />
|nocat= {{{nocat|}}}<br />
}}<br />
|}}{{#ifeq: {{lc:{{{material|yes}}} }}|yes|<br />
{{componentbox<br />
|type = m<br />
|item = {{{item|No Image}}}<br />
|lang = {{{lang|}}}<br />
|translation = {{{translation|}}}<br />
|mass = {{{mmass|}}}<br />
|volume = {{{mvolume|}}}<br />
|materialefficiency = {{{mmaterialefficiency|}}}<br />
|refinespeed = {{{mrefinespeed|}}}<br />
|refinefrom = {{{refinefrom|}}}<br />
|nocat= {{{nocat|}}}<br />
}} <br />
|}} }}</div><noinclude><br />
Itembox template<br />
==Usage==<br />
<br />
Note that only item is required, designations are highly recommended, if not specified the template will assume you want it, components are all optional arguments, if your item only has 1 component you only need to use the first component variable.<br />
<pre><br />
NOTE smass and lmass have been deprecated. Mass is now automatically calculated!<br />
NOTE sintegrity and lintegrity have been deprecated. Integrity is now automatically calculated for large and small blocks (not components)<br />
{{itembox<br />
| item = Item name, use caps on each part, English only<br />
| description = item description, can be translated. <br />
| lang = language code override defaults to language of page used on (not implemented yet)<br />
| guivisible = false / true defaults to true set the page to disabled, for all block are in .sbc file as guivisible = false blocks are temporary not visible, then the block is not displayed in lists.<br />
| disabledsince = [[version]] if "guivisible = false" then a version should be specified, since when it is disabled.<br />
| translation = translated item name<br />
| tool = yes/no (engineer tool?)<br />
| largeship = yes/no (large ship part?)<br />
| smallship = yes/no (small ship part?)<br />
| component = yes/no (is this a component made by the assembler?)<br />
| material = yes/no (is this a material made by the refinery?)<br />
| rawmaterial = yes/no (is this a raw material?)<br />
| integrity = part integrity, refer to .sbc definition file<br />
| dropprob = drop probability, refer to .sbc definition file<br />
| mmaterialefficiency = material efficiency, refer to .sbc definition file<br />
| refinespeed = refining speed, refer to .sbc definition file<br />
| capacity = ammo capacity<br />
<br />
| cmass = mass of one component in kg <br />
| cvolume = volume of one component in l<br />
| cgascapacity = max gas capacity (for oxygen and hydrogen bottles) <br />
| tmass = mass of one tool in kg <br />
| tvolume = volume of one tool in l <br />
| rmass = mass of one raw material in kg <br />
| rvolume = volume of one raw material in l <br />
| mmass = mass of one material(ingot) in kg <br />
| mvolume = volume of one material(ingot) in l <br />
| refinetime = time it takes to refine, get this from the data files<br />
| rmaterialefficiency = percent converted to ingots<br />
<br />
| cbuildtime = build time in seconds, refer to blueprints.sbc file<br />
| ccomponent1 = First build material for component/tool<br />
| ccomponent1amt = amount<br />
| ccomponent2 ... 10 = Second through tenth build materials<br />
| ccomponent2 ... 10amt = amount<br />
<br />
| sresourcesourcegroup = the resource group (power producers) as described in resourcedistributiongroups.sbc<br />
| sresourcesinkgroup = the resource group (power users) as described in resourcedistributiongroups.sbc<br />
| spowerconsumption = power consumed when working, small ship<br />
| spowerstandby = power consumed when idle, small ship<br />
| sdeformationratio = deformation ratio, refer to .sbc file, small ship<br />
| sbuildtime = build time in seconds, refer to .sbc file, small ship<br />
| sdisassembleratio= disassemble ratio, refer to .sbc file, small ship<br />
| svirtualmass = virtual mass provided when powered on.<br />
| sstoragecapacity = Storage capacity<br />
| smaxstoredenergy = Max stored energy<br />
| sforcemagnitude = Max Thrust Force<br />
| sgascapacity = max gas capacity (for oxygen and hydrogen)<br />
| sairtightness = This ONLY works with: "yes", "sometimes" anything else will have it default to "No". This includes "YES", "Yes", "true", "Sometimes" and etc - only use 'yes' or 'sometimes' in lowercase. <br />
| spartof = the related block that usually comes pre-attached to this block (piston&piston base,rotor&rotor plate)<br />
| sheight = height of block<br />
| swidth = width of block<br />
| sdepth = depth of block<br />
<br />
| scomponentstructure = number where structure begins (red line in user interface in game while building)<br />
| scomponentproperty = number where property begins (green line in user interface in game while building)<br />
| scomponent1 = First build component for small ships<br />
| scomponent1amt = 1 First build component for small ships<br />
| scomponent2 ... 10 = Second through tenth build components<br />
| scomponent2 ... 10amt = amount<br />
<br />
<br />
| lresourcesourcegroup = the resource group (power producers) as described in resourcedistributiongroups.sbc<br />
| lresourcesinkgroup = the resource group (power users) as described in resourcedistributiongroups.sbc<br />
| lpowerconsumption = power consumed when working, large ship<br />
| lpowerstandby = power consumed when idle, large ship<br />
| ldeformationratio = deformation ratio, refer to .sbc file, large ship<br />
| lbuildtime = build time in seconds, refer to .sbc file<br />
| ldisassembleratio= disassemble ratio, refer to .sbc file<br />
| lvirtualmass = virtual mass provided when powered on.<br />
| lstoragecapacity = Storage capacity<br />
| lmaxstoredenergy = Max stored energy<br />
| lforcemagnitude = Max Thrust Force<br />
| lgascapacity = max gas capacity (for oxygen and hydrogen)<br />
| lairtightness = This ONLY works with: "yes", "sometimes" anything else will have it default to "No". This includes "YES", "Yes", "true", "Sometimes" and etc - only use 'yes' or 'sometimes' in lowercase. <br />
| lpartof = the related block that usually comes pre-attached to this block (piston&piston base,rotor&rotor plate)<br />
| lheight = height of block<br />
| lwidth = width of block<br />
| ldepth = depth of block<br />
<br />
<br />
| lcomponentstructure = number where structure begins (red line in user interface in game while building)<br />
| lcomponentproperty = number where property begins (green line in user interface in game while building)<br />
| lcomponent1 = First build component for large ships<br />
| lcomponent1amt = amount<br />
| lcomponent2 ... 10 = Second through tenth build components<br />
| lcomponent2 ... 10amt = amount<br />
<br />
| refinefrom = <ore item> Item this item refines from. <br />
<br />
| nocat= yes/no defaults to no <br />
| version = current game version, so we know if this is updated or not. <br />
}}<br />
</pre>[[Category:Templates]]</noinclude></div>Threadhttp://spaceengineerswiki.com/index.php?title=Electricity&diff=23196Electricity2019-02-14T15:39:57Z<p>Thread: + wikilinks</p>
<hr />
<div>'''Electricity''' is a system and resource in Space Engineers that is used to power most devices. It is created using a [[Large Reactor|large]] or [[Small Reactor|small reactor]], or by using a [[Solar Panel]]. It can be stored in a [[Battery]] and discharged to the [[grid]] it is built on. Any device that has a direct [[Blocks|block]] connection to a power source will be powered by that power source; that is, if a reactor is on a ship, all devices attached to that ship should receive power granted there is enough power to supply to the load.<br />
<br />
Electricity can pass through [[Rotor|rotor blocks]], [[Piston|pistons]], and locked [[Connector|connectors]] (incl. small-to-large connections), but not [[Landing Gear|landing gears]]. Most blocks have off switches if you want to save electricity temporarily, which is particularly useful in [[Survival Mode]].<br />
<br />
== Electricity fundamentals & Terminology ==<br />
<br />
In Space Engineers the rate of energy transfer and energy conversion is expressed in [[wikipedia:watt|watt (W)]]. The unit watt comes commonly prefixed to kW or MW, as seen in the table. An amount of stored electricity is expressed in [[wikipedia:kilowatt hour|watt hours (Wh)]], which can be thought of as the product of a rate of energy transfer and a time this rate was sustained. If, for example, you need 500 W for 5 hours, a battery storing electricity to the amount of 500W*5h = 2500 Wh = 2.5 kWh will suffice. Typically you will encounter Wh, kWh, and MWh units in the game referring to stored energy in a charged [[battery]] or in fuel like [[Uranium Ingot|uranium ingots]]. Conversely, W, kW, and MW units describe a rate consumers (e.g. [[Refinery|refineries]]) and producers (e.g. [[Reactor|reactors]]) of electricity work at.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Conversion Table !! Watt (W) !! Kilo-Watt (kW) !! Mega-Watt (MW)<br />
|- <br />
!Mega-Watt (MW) <br />
|style="text-align:right;"| 1 000 000 W ||style="text-align:right;"| 1 000 kW ||style="text-align:right;"| 1 MW<br />
|- <br />
!Kilo-Watt (kW) <br />
|style="text-align:right;"| 1 000 W ||style="text-align:right;"| 1 kW ||style="text-align:right;"| 0.001 MW<br />
|- <br />
!Watt (W) <br />
|style="text-align:right;"| 1 W ||style="text-align:right;"| 0.001 kW ||style="text-align:right;"| 0.000 001 MW<br />
|}<br />
<br />
Reactors are the main source of reliable electricity, and they require [[Uranium Ingot|Uranium ingots]] as fuel. 1 kg of uranium ingots will be exploited for 10 MWh of power. That is the equivalent of a reactor being drawn on to supply 10 MW for 1 hour. Or, 20 MW for half an hour, and so on.<br />
<br />
A large block [[Small Reactor]] generating electricity at its maximum rate of 15 MW to supply a large ship's total electrical needs (such as refineries, thrusters at full capacity, etc), will consume 1 kg of uranium in 4 minutes, while a large block [[Large Reactor]] will consume 1 kg of uranium ingots in as little as 12 seconds at its full output of 300 MW. Consumption of Uranium is solely decided by your current energy demand. There is no difference in efficiency between large and small reactors per uranium ingot, so a large reactor doesn't use uranium or extract any more energy out of uranium ingots than any small one would. It also makes no difference how many reactors you have online, reactors that are not needed will not draw any unnecessary power or use any uranium within them until required.<br />
<br />
A [[Battery]] is special in that it doesn't generate electricity, it merely stores it for later use. It's wise to combine renewable electrical generation from [[Solar Panel|solar panels]] with batteries and not [[Reactor|reactors]] since a battery charging from the latter is only 80% efficient. This efficiency penalty means that a battery needs 20% more power (Wh) for the energy it will store and return. That is while it will return 3 MWh (for large batteries) charging at a maximum rate of 12 MW, the battery will require 3.6 MWh for a full charge, thus 600 kWh will be wasted. A Large Ship battery continuously drawn on at its maximum output rate of 12 MW, beginning at full charge of 3 MWh, will deplete in 15 minutes.<br />
<br />
=== Power System Priorities ===<br />
[[File:Ship_reactors_off_display.jpg|thumbnail|In the event of power failure or a power deficit, the grid will also prioritize what receives power.]]<br />
In Space Engineers, electricity sources are ranked in order of which of them will be used first to fulfill electrical demand as a sort of automatic intelligent power management sub-system. The purpose of this is to utilise power sources intelligently, for example if there is both a [[Solar Panel]] and a [[Large Reactor]] available to use. Instead of equally distributing a load across them the grid will attempt to utilise all of the output of a solar panel, before using the reactor and use the reactor to make up any difference in demand that the solar panel cannot provide. Thereby saving [[Uranium Ingot|Uranium]], instead of needlessly letting solar power go to waste. <br />
<br />
In addition to this the electrical system will also prioritize certain sub-systems over others in the event of a power deficit, that is, insufficient output available to meet demand. Most of the lower ranked ones such as Batteries, Thrust and Charging are '''adaptable''' meaning they automatically handle reduced input but function with lesser effect for thrusters this means they still provide thrust but not as much as they could at full power, while batteries simply take longer to recharge. Certain systems are not adaptable meaning they either receive power or don't resulting in blocks shutting off.<br />
<br />
'''Power Sources in order of Priority:'''<br />
# [[Solar Panel]]<br />
# [[Battery]]<br />
# [[Large Reactor]] / [[Small Reactor]]<br />
<br />
'''Power Consumers in order of Priority'''<br />
# Defense - [[Interior Turret]], [[Missile Turret]], etc<br />
# Conveyors - [[Conveyor]], [[Conveyor Tube]], blocks that make up the [[Conveyor Network]], etc<br />
# Factory - [[Refinery]], [[Assembler]], [[Oxygen Generator]], [[Air Vent]], [[Oxygen Tank]], etc<br />
# Doors - [[Door]], [[Airtight Hangar Door]], etc<br />
# Utility - Communications, Lights, [[Rotor]], [[Piston]], [[Medical Room]], [[Gravity Generator]], the vast majority of electronics, etc<br />
# Charging - [[Jump drive]], specifically players inside cockpits or passenger chairs, recharging their suits.<br />
# Gyro - All [[Gyroscope]]s<br />
# Thrust - [[Small Thruster|Standard Thrusters]], but not [[Small Hydrogen Thruster|hydrogen based thrusters]]<br />
# Batteries - Any [[Battery|Batteries]] attempting to charge themselves.<br />
<br />
==Energy sources==<br />
<br />
Maximum output for Electricity Sources:<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
!colspan="2" style="text-align:center ;" class="unsortable" | Energy Source !!class="unsortable" | Block size !!class="unsortable" | Dimensions <br>[size in m<sup>3</sup>] !! data-sort-type="number"| Maximum Output <br>[kW] !! Mass <br>[kg] !! Mass Efficiency <br>[kW/kg]!! Energy Density<br> [kW/m<sup>3</sup>]<br />
|- <br />
|rowspan="2" | {{icon|Large Reactor|small}} ||rowspan="2"| [[Large Reactor]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 3x3x3 [421.875 m<sup>3</sup>]||style="text-align:right;" data-sort-value=300| 300 000 ||style="text-align:right;"| 73795 ||style="text-align:right;"| 4.065 ||style="text-align:right;"| 711.11<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 3x3x3 [3.375 m<sup>3</sup>]||style="text-align:right;" data-sort-value=14.75| 14 750 ||style="text-align:right;"| 3901 ||style="text-align:right;"| 3.781 ||style="text-align:right;"| 4370.37<br />
|-<br />
|rowspan="2" |{{icon|Small Reactor|small}} ||rowspan="2"| [[Small Reactor]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 1x1x1 [15.625 m<sup>3</sup>]||style="text-align:right;" data-sort-value=15| 15 000 ||style="text-align:right;"| 4793 ||style="text-align:right;"| 3.130 ||style="text-align:right;"| 960<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 1x1x1 [0.125m<sup>3</sup>]||style="text-align:right;" data-sort-value=0.5| 500 ||style="text-align:right;"| 278 ||style="text-align:right;"| 1.799 ||style="text-align:right;"| 4000<br />
|-<br />
|rowspan="2" |{{icon|Solar Panel|small}} ||rowspan="2"| [[Solar Panel]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 2x4x1 [125 m<sup>3</sup>]||style="text-align:right;" data-sort-value=0.12| 120* ||style="text-align:right;"| 441.4 ||style="text-align:right;"| 0.272 ||style="text-align:right;"| 0.96<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 5x10x1 [6.25m<sup>3</sup>]||style="text-align:right;" data-sort-value=0.03| 30* ||style="text-align:right;"| 159.2 ||style="text-align:right;"| 0.188 ||style="text-align:right;"| 4.8<br />
|-<br />
|rowspan="2" |{{icon|Battery|small}} ||rowspan="2"| [[Battery]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 1x1x1 [15.625 m<sup>3</sup>]||style="text-align:right;" data-sort-value=12| 12 000 ||style="text-align:right;"| 4845 ||style="text-align:right;"| 2.477 ||style="text-align:right;"| 768<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 3x2x3 [2.25m<sup>3</sup>]||style="text-align:right;" data-sort-value=4.32| 4 320 ||style="text-align:right;"| 1040.4 ||style="text-align:right;"| 4.152 ||style="text-align:right;"| 1920<br />
<br />
|}<br />
<br />
(*) Solar Panels have a maximum output depending on their angle to the sun and the amount of actually lit surface. Given values are the maximum achievable output with perfect conditions, therefore efficiency and output may vary.<br />
<br />
=== Large Reactor vs Small Reactor ===<br />
<br />
Comparing them directly, the small reactor provides far more energy for the space it takes up; for example, 20 Small Reactors is equal to the output of a Large Reactor with only two-thirds of the space used. Despite this the large reactor offers greater economies of scale, requires less [[Conveyor]] complexity and in general is more useful in a variety of important applications especially as Powerplants for Large Ships, being both lighter and requiring fewer resources to construct. This makes Large Reactors ideal for ships that can take advantage of their reduced mass and accelerate or decelerate more easily, and therefore use less [[Uranium Ingot|Uranium Ingots]]. Small Reactors are therefore ideal for stations that do not need to move, situations where physical space is precious or presents relatively light power needs that would not require a larger more expensive reactor. For example, a large reactor only needs 40 [[Metal Grid]]s while a small reactor needs 4 Metal Grids at approximately 10 Small Reactors (150 MW) you would start to see economy of scale benefits clearly when using the large reactor. Between them however, they use [[Uranium Ingot|Uranium Ingots]] equally as efficiently neither one will manage to extract more energy than they would otherwise have to.<br />
<br />
==Power Usage==<br />
<br />
===Thruster===<br />
<!-- This table really should be using SMW and #ask for thrusters anyway --><br />
<br />
For power information relating to thrusters, see [[Thruster|Thruster Mechanics]].<br />
===Production (Individual Usage)===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Machine !! Idle [kW] !! Operational [kW]<br />
|-<br />
| {{icon|Projector|small}}|| [[Projector]] ||style="text-align:right;"| 0.100 ||style="text-align:right;"| 0.198<br />
|-<br />
| {{icon|Arc Furnace|small}}|| [[Arc Furnace]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 330<br />
|-<br />
| {{icon|Assembler|small}}|| [[Assembler]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 560<br />
|-<br />
| {{icon|Refinery|small}}|| [[Refinery]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 560<br />
|-<br />
| {{icon|Oxygen Generator|small}}|| [[Oxygen Generator]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 330<br />
|-<br />
| {{icon|Oxygen Farm|small}}|| [[Oxygen Farm]] ||style="text-align:right;"| 0.00 ||style="text-align:right;"| 1<br />
|}<br />
<br />
===Weaponry and tools===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Device !! {{icon|Small_Ship|small}} Small Ship [kW] !! {{icon|Large_Ship|small}} Large Ship [kW]<br />
|-<br />
| {{icon|Drill|small}}|| [[Drill]] || 2 || 2<br />
|-<br />
| {{icon|Welder (Ship)|small}}|| [[Welder]] || 2 || 2<br />
|-<br />
| {{icon|Grinder (Ship)|small}}|| [[Grinder]] || 2 || 2<br />
|-<br />
| {{icon|Gatling Turret|small}}|| [[Gatling Turret]] || 2 || 2<br />
|-<br />
| {{icon|Missile Turret|small}}|| [[Missile Turret]] || 2 || 2<br />
|-<br />
| {{icon|Interior Turret|small}}|| [[Interior Turret]] || N/A || 2<br />
|-<br />
| {{icon|Reloadable Rocket Launcher|small}}|| [[Reloadable Rocket Launcher]] || 0.2 || N/A<br />
|-<br />
| {{icon|Gatling Gun|small}}|| [[Gatling Gun]] || 0.2 || N/A<br />
|}<br />
<br />
===Communication===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Device !! {{icon|Small_Ship|small}} Small Ship [kW] !! {{icon|Large_Ship|small}} Large Ship [kW]<br />
|-<br />
| {{icon|Beacon|small}}|| [[Beacon]] || 0 - 10 || 0 - 10<br />
|-<br />
| {{icon|Antenna|small}}|| [[Antenna]] || 0 - 20 || 0 - 200<br />
|-<br />
| {{icon|Laser Antenna|small}}|| [[Laser Antenna]] || 181** || 577**<br />
|}<br />
<br />
(**) The maximum power usage of laser antenna include both beaming and rotating at once. Beaming alone would be 180 for Small and 576 For large.<br />
<br />
===Other device power usages===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Device !! {{icon|Small_Ship|small}} Small Ship [kW] !! {{icon|Large_Ship|small}} Large Ship [kW]<br />
|-<br />
| {{icon|Gravity Generator|small}}|| [[Gravity Generator]] || N/A || 0 - 567.13***<br />
|-<br />
| {{icon|Spherical Gravity Generator|small}}|| [[Spherical Gravity Generator]] || N/A || 0 - 1600***<br />
|-<br />
| {{icon|Artificial Mass|small}}|| [[Artificial Mass]] || 25 || 600<br />
|-<br />
| {{icon|Interior Light|small}}|| [[Interior Light]] || N/A || 0.06<br />
|-<br />
| {{icon|Spotlight|small}}|| [[Spotlight]] || 0.200 || 1<br />
|-<br />
| {{icon|Medical Room|small}}|| [[Medical Room]] || N/A || 2<br />
|-<br />
| {{icon|Jump drive|small}}|| [[Jump drive]] || N/A || 32 000****<br />
|-<br />
| {{icon|Door|small}}|| [[Door]] || N/A || 0.031<br />
|-<br />
| {{icon|Sliding Door|small}}|| [[Sliding Door]] || N/A || 0.01 - 1<br />
|-<br />
| {{icon|Gyroscope|small}}|| [[Gyroscope]] || 0.001 || 0.03<br />
|-<br />
| {{icon|Ore Detector|small}}|| [[Ore Detector]] || 2 || 2<br />
|-<br />
| {{icon|LCD Panel|small}}|| [[LCD Panel]] || 0.1 || 0.1<br />
|-<br />
| {{icon|Wide LCD Panel|small}}|| [[Wide LCD Panel]] || 0.2 || 0.2<br />
|-<br />
| {{icon|Text Panel|small}}|| [[Text Panel]] || 0.02 || 0.06<br />
|-<br />
| {{icon|Button Panel|small}}|| [[Button Panel]] || 0.1 || 0.1<br />
|-<br />
| {{icon|Rotor|small}}|| [[Rotor]] || 0.2 || 2<br />
|-<br />
| {{icon|Advanced Rotor|small}}|| [[Advanced Rotor]] || 0.2 || 2<br />
|-<br />
| {{icon|Piston Base|small}}|| [[Piston Base]] || 0.2 || 2<br />
|-<br />
| {{icon|Collector|small}}|| [[Collector]] || 2 || 2<br />
|-<br />
| {{icon|Connector|small}}|| [[Connector]] || 0.05 || 5<br />
|-<br />
| {{icon|Camera|small}}|| [[Camera]] || 0.03 || 0.03<br />
|-<br />
| {{icon|Sensor|small}}|| [[Sensor]] || 0 - 30 || 0 - 30<br />
|-<br />
| {{icon|Remote Control|small}}|| [[Remote Control]] || 10 || 10<br />
|-<br />
| {{icon|Programmable Block|small}}|| [[Programmable Block]] || 0.5 || 0.5<br />
|-<br />
| {{icon|Sound Block|small}}|| [[Sound Block]] || 0.2 || 0.2<br />
|-<br />
| {{icon|Conveyor|small}}|| [[Conveyor]] || 0.04 || 0.04<br />
|-<br />
| {{icon|Conveyor Sorter|small}}|| [[Conveyor Sorter]] || 0.1 || 0.25<br />
|-<br />
| {{icon|Cryo Chamber|small}}|| [[Cryo Chamber]] || N/A || 0.03<br />
|-<br />
| {{icon|Oxygen Tank|small}}|| [[Oxygen Tank]] || 0.001 - 1 || 0.001 - 1<br />
|-<br />
| {{icon|Hydrogen Tank|small}}|| [[Hydrogen Tank]] || 0.001 - 1 || 0.001 - 1<br />
|}<br />
<br />
(***) The power cost of Gravity Generator is directly proportional to the field size and acceleration (absolute value, so 1 g consumes the same as -1 g).<br />
(****) Only when charging it's internal battery.<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Electricity&diff=23195Electricity2019-02-14T13:10:54Z<p>Thread: ~ clarification</p>
<hr />
<div>'''Electricity''' is a system and resource in Space Engineers that is used to power most devices. It is created using a [[Large Reactor|large]] or [[Small Reactor|small reactor]], or by using a [[Solar Panel]]. It can be stored in a [[Battery]] and discharged to the [[grid]] it is built on. Any device that has a direct [[Blocks|block]] connection to a reactor will be powered by a reactor; that is, if a reactor is on a ship, all devices attached to that ship should receive power granted there is enough power to receive.<br />
Electricity can pass through rotor blocks, pistons, and locked connectors (incl. small-to-large connections), but not landing gears. Most blocks have off switches if you want to save electricity temporarily, particularly useful in [[Survival Mode]].<br />
<br />
== Electricity fundamentals & Terminology ==<br />
<br />
In Space Engineers a rate of energy transfer and energy conversion is expressed in watt (W). The unit watt comes commonly prefixed to kW or MW, as seen in the table. An amount of stored electricity is expressed in watt hours (Wh), which can be thought of as the product of a rate of energy transfer and a time this rate was sustained. If, e.g., you need 500 W for 5 hours, a battery storing electricity to the amount of 500W*5h = 2500 Wh = 2.5 kWh will suffice. Typically you will encounter Wh, kWh, and MWh units in the game referring to stored energy in a charged [[battery]] or in fuel like [[Uranium Ingot|uranium ingots]]. Conversely, W, kW, and MW units describe a rate consumers (e.g. [[Refinery|refineries]]) and producers (e.g. [[Reactor|reactors]]) of electricity work at.<br />
<br />
Reactors are the main source of reliable electricity, and they require [[Uranium Ingot|Uranium Ingots]] as fuel. 1 kg of [[Uranium Ingot|uranium ingots]] will be exploited for 10 MWh of power. That is the equivalent of a reactor being drawn on to supply 10 MW for 1 hour. Or, 20 MW for half an hour, and so on.<br />
<br />
A large block [[Small Reactor]] generating electricity at its maximum rate of 15 MW to supply a large ship's total electrical needs (such as refineries, thrusters at full capacity, etc), will consume 1 kg of uranium in 4 minutes, while a large block [[Large Reactor]] will consume 1 kg of uranium ingots in as little as 12 seconds at its full output of 300 MW. Consumption of Uranium is solely decided by your current energy demand. There is no difference in efficiency between large and small reactors per uranium ingot, so a large reactor doesn't use uranium or extract any more energy out of a uranium ingot than any small one would. It also makes no difference how many reactors you have online, reactors that are not needed will not draw any unnecessary power or use any uranium within them until required.<br />
<br />
A [[Battery]] is special in that it doesn't generate electricity, it merely stores it for later use. It's wise to combine renewable electrical generation from [[Solar Panel| solar panels]] with batteries and not [[Reactor|reactors]] as a battery charging from the latter is only 80% efficient. This efficiency penalty means that a battery needs 20% more power (Wh) for the energy it will store and return. That is while it will return 3 MWh (for large batteries) charging at a maximum rate of 12 MW, the battery will require 3.6 MWh for a full charge - 600 kWh will be wasted. A Large Ship battery continuously drawn on at its maximum output rate of 12 MW, beginning at full charge of 3 MWh, will deplete in 15 minutes.<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Conversion Table !! Watt (W) !! Kilo-Watt (kW) !! Mega-Watt (MW)<br />
|- <br />
!Mega-Watt (MW) <br />
|style="text-align:right;"| 1 000 000 W ||style="text-align:right;"| 1 000 kW ||style="text-align:right;"| 1 MW<br />
|- <br />
!Kilo-Watt (kW) <br />
|style="text-align:right;"| 1 000 W ||style="text-align:right;"| 1 kW ||style="text-align:right;"| 0.001 MW<br />
|- <br />
!Watt (W) <br />
|style="text-align:right;"| 1 W ||style="text-align:right;"| 0.001 kW ||style="text-align:right;"| 0.000 001 MW<br />
|}<br />
<br />
=== Power System Priorities ===<br />
[[File:Ship_reactors_off_display.jpg| thumbnail|In the event of power failure or a power deficit, the grid will also prioritize what receives power.]]<br />
In Space Engineers, electricity sources are ranked in order of which of them will be used first to fulfill electrical demand as a sort of automatic intelligent power management sub-system. The purpose of this is to utilise power sources intelligently, for example if there is both a [[Solar Panel]] and a [[Large Reactor]] available to use; Instead of equally disturbing a load across them. The grid will attempt to utilise all of the output of a solar panel, before using the reactor and use the reactor to make up any difference that the solar panel cannot handle. Thereby saving [[Uranium Ingot|Uranium]], instead of needlessly letting solar power going to waste. <br />
<br />
In addition to this the electrical system will also prioritize certain sub-systems over others in the event of a power deficit, that is not enough output available to meet demand. Most of the lower ranked ones such as Batteries, Thrust and Charging are '''Adaptable''' meaning they automatically handle reduced input but function with lesser effect for thrusters this means they still provide thrust but not as much as they could at full power, while batteries simply take longer to recharge. Certain systems are not adaptable meaning they either receive power or don't resulting in blocks shutting off.<br />
<br />
'''Power Sources in order of Priority:'''<br />
# [[Solar Panel]]<br />
# [[Battery]]<br />
# [[Large Reactor]] / [[Small Reactor]]<br />
<br />
'''Power Consumers in order of Priority'''<br />
# Defense - [[Interior Turret]], [[Missile Turret]], etc<br />
# Conveyors - [[Conveyor]], [[Conveyor Tube]], blocks that make up the [[Conveyor Network]], etc<br />
# Factory - [[Refinery]], [[Assembler]], [[Oxygen Generator]], [[Air Vent]], [[Oxygen Tank]], etc<br />
# Doors - [[Door]], [[Airtight Hangar Door]], etc<br />
# Utility - Communications, Lights, [[Rotor]], [[Piston]], [[Medical Room]], [[Gravity Generator]], the vast majority of electronics, etc<br />
# Charging - [[Jump drive]], specifically players inside cockpits or passenger chairs, recharging their suits.<br />
# Gyro - All [[Gyroscope]]s<br />
# Thrust - [[Small Thruster|Standard Thrusters]], but not [[Small Hydrogen Thruster|hydrogen based thrusters.]]<br />
# Batteries - Any [[Battery|Batteries]] attempting to charge themselves.<br />
<br />
==Energy sources==<br />
<br />
Maximum output for Electricity Sources:<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
!colspan="2" style="text-align:center ;" class="unsortable" | Energy Source !!class="unsortable" | Block size !!class="unsortable" | Dimensions <br>[size in m<sup>3</sup>] !! data-sort-type="number"| Maximum Output <br>[kW] !! Mass <br>[kg] !! Mass Efficiency <br>[kW/kg]!! Energy Density<br> [kW/m<sup>3</sup>]<br />
|- <br />
|rowspan="2" | {{icon|Large Reactor|small}} ||rowspan="2"| [[Large Reactor]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 3x3x3 [421.875 m<sup>3</sup>]||style="text-align:right;" data-sort-value=300| 300 000 ||style="text-align:right;"| 73795 ||style="text-align:right;"| 4.065 ||style="text-align:right;"| 711.11<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 3x3x3 [3.375 m<sup>3</sup>]||style="text-align:right;" data-sort-value=14.75| 14 750 ||style="text-align:right;"| 3901 ||style="text-align:right;"| 3.781 ||style="text-align:right;"| 4370.37<br />
|-<br />
|rowspan="2" |{{icon|Small Reactor|small}} ||rowspan="2"| [[Small Reactor]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 1x1x1 [15.625 m<sup>3</sup>]||style="text-align:right;" data-sort-value=15| 15 000 ||style="text-align:right;"| 4793 ||style="text-align:right;"| 3.130 ||style="text-align:right;"| 960<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 1x1x1 [0.125m<sup>3</sup>]||style="text-align:right;" data-sort-value=0.5| 500 ||style="text-align:right;"| 278 ||style="text-align:right;"| 1.799 ||style="text-align:right;"| 4000<br />
|-<br />
|rowspan="2" |{{icon|Solar Panel|small}} ||rowspan="2"| [[Solar Panel]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 2x4x1 [125 m<sup>3</sup>]||style="text-align:right;" data-sort-value=0.12| 120* ||style="text-align:right;"| 441.4 ||style="text-align:right;"| 0.272 ||style="text-align:right;"| 0.96<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 5x10x1 [6.25m<sup>3</sup>]||style="text-align:right;" data-sort-value=0.03| 30* ||style="text-align:right;"| 159.2 ||style="text-align:right;"| 0.188 ||style="text-align:right;"| 4.8<br />
|-<br />
|rowspan="2" |{{icon|Battery|small}} ||rowspan="2"| [[Battery]] || {{icon|Large_Ship|small}} Large ||style="text-align:right;"| 1x1x1 [15.625 m<sup>3</sup>]||style="text-align:right;" data-sort-value=12| 12 000 ||style="text-align:right;"| 4845 ||style="text-align:right;"| 2.477 ||style="text-align:right;"| 768<br />
|- <br />
| {{icon|Small_Ship|small}} Small ||style="text-align:right;"| 3x2x3 [2.25m<sup>3</sup>]||style="text-align:right;" data-sort-value=4.32| 4 320 ||style="text-align:right;"| 1040.4 ||style="text-align:right;"| 4.152 ||style="text-align:right;"| 1920<br />
<br />
|}<br />
<br />
(*) Solar Panels have a maximum output depending on their angle to the sun and the amount of actually lit surface. Given values are the maximum achievable output with perfect conditions, therefore efficiency and output may vary.<br />
<br />
=== Large Reactor vs Small Reactor ===<br />
<br />
Comparing them directly, the small reactors provide far more energy for the space they take up; Needing only 20 Small Reactors to equal the output of a Large Reactor with only Two-Thirds of the space used. Despite this the large reactor offers greater economies of scale, require less [[Conveyor]] complexity and in general more useful in a variety of important applications especially as Powerplants for Large Ships being both lighter and requiring less resources. Making Large Reactors ideal for ships that can take advantage of their lessened mass and accelerate or decelerate more easily and therefore use less [[Uranium Ingot|Uranium Ingots]]. Small Reactors are therefore ideal for stations that do not need to move, situations where physical space is precious or relatively light power needs that would not require a larger more expensive reactor. For example, a large reactor only needs 40 [[Metal Grid]]s while a small reactor needs 4 [[Metal Grid]]s at approximately 10 Small Reactors (150 MW) you would start to see economy of scale benefits clearly when using the large reactor. Between them however, they use [[Uranium Ingot|Uranium Ingots]] equally as efficiently neither one will manage to extract more energy than they would otherwise have to.<br />
<br />
==Power Usage==<br />
<br />
===Thruster===<br />
<!-- This table really should be using SMW and #ask for thrusters anyway --><br />
<br />
For power information relating to thrusters, see [[Thruster|Thruster Mechanics]].<br />
===Production (Individual Usage)===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Machine !! Idle [kW] !! Operational [kW]<br />
|-<br />
| {{icon|Projector|small}}|| [[Projector]] ||style="text-align:right;"| 0.100 ||style="text-align:right;"| 0.198<br />
|-<br />
| {{icon|Arc Furnace|small}}|| [[Arc Furnace]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 330<br />
|-<br />
| {{icon|Assembler|small}}|| [[Assembler]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 560<br />
|-<br />
| {{icon|Refinery|small}}|| [[Refinery]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 560<br />
|-<br />
| {{icon|Oxygen Generator|small}}|| [[Oxygen Generator]] ||style="text-align:right;"| 1.00 ||style="text-align:right;"| 330<br />
|-<br />
| {{icon|Oxygen Farm|small}}|| [[Oxygen Farm]] ||style="text-align:right;"| 0.00 ||style="text-align:right;"| 1<br />
|}<br />
<br />
===Weaponry and tools===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Device !! {{icon|Small_Ship|small}} Small Ship [kW] !! {{icon|Large_Ship|small}} Large Ship [kW]<br />
|-<br />
| {{icon|Drill|small}}|| [[Drill]] || 2 || 2<br />
|-<br />
| {{icon|Welder (Ship)|small}}|| [[Welder]] || 2 || 2<br />
|-<br />
| {{icon|Grinder (Ship)|small}}|| [[Grinder]] || 2 || 2<br />
|-<br />
| {{icon|Gatling Turret|small}}|| [[Gatling Turret]] || 2 || 2<br />
|-<br />
| {{icon|Missile Turret|small}}|| [[Missile Turret]] || 2 || 2<br />
|-<br />
| {{icon|Interior Turret|small}}|| [[Interior Turret]] || N/A || 2<br />
|-<br />
| {{icon|Reloadable Rocket Launcher|small}}|| [[Reloadable Rocket Launcher]] || 0.2 || N/A<br />
|-<br />
| {{icon|Gatling Gun|small}}|| [[Gatling Gun]] || 0.2 || N/A<br />
|}<br />
<br />
===Communication===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Device !! {{icon|Small_Ship|small}} Small Ship [kW] !! {{icon|Large_Ship|small}} Large Ship [kW]<br />
|-<br />
| {{icon|Beacon|small}}|| [[Beacon]] || 0 - 10 || 0 - 10<br />
|-<br />
| {{icon|Antenna|small}}|| [[Antenna]] || 0 - 20 || 0 - 200<br />
|-<br />
| {{icon|Laser Antenna|small}}|| [[Laser Antenna]] || 181** || 577**<br />
|}<br />
<br />
(**) The maximum power usage of laser antenna include both beaming and rotating at once. Beaming alone would be 180 for Small and 576 For large.<br />
<br />
===Other device power usages===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" style="text-align:center ;" | Device !! {{icon|Small_Ship|small}} Small Ship [kW] !! {{icon|Large_Ship|small}} Large Ship [kW]<br />
|-<br />
| {{icon|Gravity Generator|small}}|| [[Gravity Generator]] || N/A || 0 - 567.13***<br />
|-<br />
| {{icon|Spherical Gravity Generator|small}}|| [[Spherical Gravity Generator]] || N/A || 0 - 1600***<br />
|-<br />
| {{icon|Artificial Mass|small}}|| [[Artificial Mass]] || 25 || 600<br />
|-<br />
| {{icon|Interior Light|small}}|| [[Interior Light]] || N/A || 0.06<br />
|-<br />
| {{icon|Spotlight|small}}|| [[Spotlight]] || 0.200 || 1<br />
|-<br />
| {{icon|Medical Room|small}}|| [[Medical Room]] || N/A || 2<br />
|-<br />
| {{icon|Jump drive|small}}|| [[Jump drive]] || N/A || 32 000****<br />
|-<br />
| {{icon|Door|small}}|| [[Door]] || N/A || 0.031<br />
|-<br />
| {{icon|Sliding Door|small}}|| [[Sliding Door]] || N/A || 0.01 - 1<br />
|-<br />
| {{icon|Gyroscope|small}}|| [[Gyroscope]] || 0.001 || 0.03<br />
|-<br />
| {{icon|Ore Detector|small}}|| [[Ore Detector]] || 2 || 2<br />
|-<br />
| {{icon|LCD Panel|small}}|| [[LCD Panel]] || 0.1 || 0.1<br />
|-<br />
| {{icon|Wide LCD Panel|small}}|| [[Wide LCD Panel]] || 0.2 || 0.2<br />
|-<br />
| {{icon|Text Panel|small}}|| [[Text Panel]] || 0.02 || 0.06<br />
|-<br />
| {{icon|Button Panel|small}}|| [[Button Panel]] || 0.1 || 0.1<br />
|-<br />
| {{icon|Rotor|small}}|| [[Rotor]] || 0.2 || 2<br />
|-<br />
| {{icon|Advanced Rotor|small}}|| [[Advanced Rotor]] || 0.2 || 2<br />
|-<br />
| {{icon|Piston Base|small}}|| [[Piston Base]] || 0.2 || 2<br />
|-<br />
| {{icon|Collector|small}}|| [[Collector]] || 2 || 2<br />
|-<br />
| {{icon|Connector|small}}|| [[Connector]] || 0.05 || 5<br />
|-<br />
| {{icon|Camera|small}}|| [[Camera]] || 0.03 || 0.03<br />
|-<br />
| {{icon|Sensor|small}}|| [[Sensor]] || 0 - 30 || 0 - 30<br />
|-<br />
| {{icon|Remote Control|small}}|| [[Remote Control]] || 10 || 10<br />
|-<br />
| {{icon|Programmable Block|small}}|| [[Programmable Block]] || 0.5 || 0.5<br />
|-<br />
| {{icon|Sound Block|small}}|| [[Sound Block]] || 0.2 || 0.2<br />
|-<br />
| {{icon|Conveyor|small}}|| [[Conveyor]] || 0.04 || 0.04<br />
|-<br />
| {{icon|Conveyor Sorter|small}}|| [[Conveyor Sorter]] || 0.1 || 0.25<br />
|-<br />
| {{icon|Cryo Chamber|small}}|| [[Cryo Chamber]] || N/A || 0.03<br />
|-<br />
| {{icon|Oxygen Tank|small}}|| [[Oxygen Tank]] || 0.001 - 1 || 0.001 - 1<br />
|-<br />
| {{icon|Hydrogen Tank|small}}|| [[Hydrogen Tank]] || 0.001 - 1 || 0.001 - 1<br />
|}<br />
<br />
(***) The power cost of Gravity Generator is directly proportional to the field size and acceleration (absolute value, so 1 g consumes the same as -1 g).<br />
(****) Only when charging it's internal battery.<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Conveyor_Tube&diff=23194Conveyor Tube2019-02-14T11:47:16Z<p>Thread: /* Media */ ~ image layout: handheld device</p>
<hr />
<div>{{itembox<br />
| item = Conveyor Tube<br />
| description = A conveyor tube with indicator lights<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 7<br />
| sairtightness = no<br />
| sresourcesinkgroup = Conveyor<br />
| scomponentstructure = 2<br />
| scomponent1 = Motor<br />
| scomponent1amt = 6<br />
| scomponent2 = Small Steel Tube<br />
| scomponent2amt = 10<br />
| scomponent3 = Construction Component<br />
| scomponent3amt = 30<br />
| scomponent4 = Steel Plate<br />
| scomponent4amt = 8<br />
| sheight = 3<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 7<br />
| lairtightness = no<br />
| lresourcesinkgroup = Conveyor<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Interior Plate<br />
| lcomponent1amt = 4<br />
| lcomponent2 = Motor<br />
| lcomponent2amt = 6<br />
| lcomponent3 = Small Steel Tube<br />
| lcomponent3amt = 12<br />
| lcomponent4 = Construction Component<br />
| lcomponent4amt = 20<br />
| lcomponent5 = Interior Plate<br />
| lcomponent5amt = 10<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
<br />
| version = 01.107<br />
}}<br />
<br />
== Overview ==<br />
The conveyor tube is a pipe that can transfer items from two opposite sides. It is similar to the [[Conveyor Junction]] but slightly stronger and only has 2 ports. For curves, the player must use [[Conveyor Junction|Conveyor Junctions]] or [[Curved Conveyor Tube|Curved Conveyor Tubes]]. For a full explanation on conveyors, see [[Conveyor Network]]. <br />
<br />
Another interesting feature of the conveyor tube is that it also has indicator lights on it that inform the player of its status:<br />
{| class="wikitable"<br />
!colspan="3" style="font-size:16px;"|Indicator Light Definitions<br />
|-<br />
!Color<br />
!style="text-align:center;"|Status<br />
!style="text-align:center;"|Comments<br />
|-<br />
![[File:Air_Vent_Front_Indicator_Green.png]]<br />
|style="text-align:center;"|Good Connection<br />
|This color informs that there is a successful connection between inventories.<br />
|-<br />
![[File:Yellow_Indicator.png]]<br />
|style="text-align:center;"|Limited Connection<br />
|This color indicates that the conveyors will only move ammo due to limited power supply (current power demand exceeds supply).<br />
|-<br />
![[File:Air_Vent_Front_Indicator_Red.png]]<br />
|style="text-align:center;"|No Connection / No power<br />
|This tube is not connected to at least two inventories or is unpowered.<br />
|-<br />
!<span style="background:black; font-size: 200%">....</span><br />
|style="text-align:center;"|Damaged / No Connection<br />
|This specific Conveyor Tube is damaged and needs to be repaired to function.<br />
|}<br />
;Note<br />
:*When not powered, the lights on the conveyor tube will turn red. However, this does not mean items cannot be transferred.<br />
<br />
;Important Note<br />
:*It should be noted that the curved conveyor tube is only compatible with [[Conveyor Network#Conveyor ports|large conveyor ports]].<br />
<br />
== Usage ==<br />
Using the block is simple, and easy to use. An example on how to make use of this is to first:<br />
{| class="wikitable"<br />
!colspan="2" style="text-align:center;" | Example Tutorial<br />
|-<br />
|style="width: 530px;" | <ol><br />
<li value="1">Place a cargo container anywhere on the floor<br />
:[[File:ConveyorTube02.jpg|none|thumb|175px]]<br />
<li value="2">Next place the conveyor tube on the cargo container facing the other direction. You will notice the lights on the block are "red", this is okay; it only indicates that there is no connection on the other end of the conveyor.<br />
:[[File:ConveyorTube03.jpg|none|thumb|175px]]<br />
<li value="3">Now place another cargo container on the other side of the conveyor tube.<br />
:[[File:ConveyorTube04.jpg|none|thumb|175px]]<br />
<li value="4">The light should now turn green, indicating a successful connection<br />
</ol><br />
|}<br />
== Media ==<br />
{| class="wikitable"<br />
|[[File:ConveyorTube01.jpg|center|thumb|250px|View of the conveyor tube]]<br />
|[[File:ConveyorTube05.jpg|center|thumb|250px|Conveyor tubes on a red default ship]]<br />
|-<br />
|[[File:ConveyorTube07.jpg|center|thumb|250px|A small welder ship using conveyor tubes]]<br />
|[[File:ConveyorTube08.jpg|center|thumb|250px|A long line of conveyor tubes on the bottom of the big blue default ship]]<br />
|}<br />
<br />
== Tips ==<br />
* Compared to the [[Conveyor Junction]] it possesses less versatility (having only 2 conveyor sides) and is heavier, but in exchange it is less expensive in terms of [[Iron Ingot]]s and stronger in terms of integrity since it's made up of sturdy [[Steel Plate]] unlike the [[Conveyor Junction]] which is primarily constructed out of weaker [[Interior Plate]]s.<br />
* Players building a small ship on a budget can use [[Small Cargo Container]]s as a lighter and cheaper (although requiring some less-common resources) replacement for conveyors.<br />
<br />
== Known Issues ==<br />
<br />
== Related Items ==<br />
*[[Conveyor Junction]]<br />
*[[Curved Conveyor Tube]]<br />
*[[Small Conveyor]]<br />
*[[Small Conveyor Tube]]<br />
*[[Small Curved Conveyor Tube]]<br />
<br />
== Programming ==<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.037|Update 01.037.014]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*removed computer component from conveyors (so turret won't attack it)<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.034|Update 01.034.009]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crashes caused by conveyor<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.034]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Added the option to take anything from conveyor system by double-clicking<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.032]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Optimized conveyor tube glass rendering<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New larger conveyors for small ships (able to transport every item)<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.030]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed minor conveyor issues (energy usage)<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Conveyor systems now require power (electricity) in order to function<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.026]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Conveyor Tube introduced<br />
|}<br />
<br />
</div><br />
[[Category:Conveyor and Cargo Blocks]]<br />
[[Category:Conveyor Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Conveyor_Junction&diff=23193Conveyor Junction2019-02-14T11:43:48Z<p>Thread: ~ image layout, handheld device</p>
<hr />
<div>{{itembox<br />
| item = Conveyor Junction<br />
| description = A multi-directional conveyor block that can transfer items between other blocks from all sides<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 25<br />
| sairtightness = no<br />
| sresourcesinkgroup = Conveyor<br />
| scomponentstructure = 3<br />
| scomponent1 = Interior Plate<br />
| scomponent1amt = 5<br />
| scomponent2 = Construction Component<br />
| scomponent2amt = 15<br />
| scomponent3 = Motor<br />
| scomponent3amt = 2<br />
| scomponent4 = Small Steel Tube<br />
| scomponent4amt = 25<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 55<br />
| scomponent6 = Interior Plate<br />
| scomponent6amt = 20<br />
| sheight = 3<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 12<br />
| lresourcesinkgroup = Conveyor<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Interior Plate<br />
| lcomponent1amt = 10<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 10<br />
| lcomponent3 = Motor<br />
| lcomponent3amt = 6<br />
| lcomponent4 = Small Steel Tube<br />
| lcomponent4amt = 20<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 20<br />
| lcomponent6 = Interior Plate<br />
| lcomponent6amt = 10<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.047<br />
}}<br />
<br />
== Overview ==<br />
The Conveyor Junction is a device which allows the transfer of items from one inventory to another through [[Conveyor_Mechanics#Conveyor_ports|conveyor ports]]. The small ship variant features six small ports and four large ports, while the large ship variant simply features a large port on each side. Note that it has no control panels or interfaces to interact with.<br />
<br />
== Usage ==<br />
The Conveyor Junction automatically allows items to be passed through as soon as its construction has been completed, as long as the grid (ship/station) it is being placed on has [[Electricity|power]]. Like other conveyor blocks, it is also capable of transferring [[Oxygen]] and [[Hydrogen]]. See [[Conveyor Mechanics]] for more information.<br />
<br />
On large ships, this block is helpful when linking together multiple separate systems into your conveyor network. On small ships, it's helpful both in linking together multiple systems and in serving as a link between systems using small and large conveyor ports.<br />
<br />
== Media ==<br />
{| class="wikitable" width "50%"<br />
|[[File:Conveyor06.jpg|center|thumb|300px|A conveyor junction block in the middle is connected on 3 different sides alongside a big blue default ship]]<br />
|-<br />
|[[File:Conveyor01.jpg|center|thumb|300px|View of the conveyor junction block]]<br />
|-<br />
|[[File:Conveyor07.jpg|center|thumb|300px|View of the conveyor junction block for a small ship]]<br />
|}<br />
<br />
== Tips ==<br />
* Small Conveyor blocks and large conveyors cannot directly connect with each other. The only way is to use a block with both large and small conveyor ports, such as a [[Medium Cargo Container]] or a Conveyor Junction, as the junction point between them.<br />
<br />
== Known Issues ==<br />
* All conveyors require power to function. However, interestingly enough the conveyor blocks do not have any power consumption. So while it does need power to pass items through it, it won't actually drain any power from the grid.<br />
<br />
== Related Items ==<br />
* [[Conveyor Tube]]<br />
* [[Curved Conveyor Tube]]<br />
* [[Small Conveyor]]<br />
* [[Small Conveyor Tube]]<br />
* [[Small Curved Conveyor Tube]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.037|Update 01.037.014]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*removed computer component from conveyors (so turret won't attack it)<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.034|Update 01.034.009]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crashes caused by conveyor<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.034]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Added the option to take anything from conveyor system by double-clicking<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New larger conveyors for small ships (able to transport every item)<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.030]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed minor conveyor issues (energy usage)<br />
<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Conveyor systems now require power (electricity) in order to function<br />
|}<br />
<br />
</div><br />
[[Category:Conveyor and Cargo Blocks]]<br />
[[Category:Conveyor Blocks]]<br />
<br />
<!--<br />
The content below is hidden, and may be used in the future. please do not discard this.<br />
<br />
{| class="wikitable"<br />
!colspan="2" style="text-align:center;" | Example Tutorial<br />
|-<br />
|style="width: 530px;" | <ol><br />
<li value="1">Place a conveyor block next to a conveyor port on a device such as a [[Refinery]]. Keep in mind, rotation doesn't matter as it has ports on all its sides.<br />
:{| width "50%"<br />
|<br />
[[File:Conveyor02.jpg|none|thumb|175px]]<br />
|<br />
[[File:Conveyor03.jpg|none|thumb|175px]]<br />
|<br />
|}<br />
<li value="2">Next, Once placed, place an [[Assembler]] with one of its conveyor ports facing towards the conveyor block.<br />
:[[File:Conveyor04.jpg|none|thumb|175px]]<br />
<li value="3">Now place a cargo container on another side of the conveyor block.<br />
:[[File:Conveyor05.jpg|none|thumb|175px]]<br />
<li value="4">The connection is now established between all 3 devices. All devices may interact with one another through the single conveyor block in the middle.<br />
</ol><br />
|}<br />
--></div>Threadhttp://spaceengineerswiki.com/index.php?title=Conveyor_Mechanics&diff=23192Conveyor Mechanics2019-02-14T11:36:42Z<p>Thread: /* Examples */ ~ image layout</p>
<hr />
<div>[[File:ConveyorNetwork02.jpg|right|thumb|400px|Example of a conveyor network between multiple inventories]]<br />
[[File:ConveyorNetwork05.jpg|right|thumb|400px|Example of a medium cargo container, showing the large and small conveyor ports]]<br />
== Introduction ==<br />
The conveyor network by definition, is the act of transferring of items between devices within the game. This can be achieved by either connecting devices next to each other through conveyor ports, or through the use of conveyor blocks.<br />
<br />
=== Control ===<br />
<br />
Currently, as of [[Update 01.073|Update 01.073]], it is possible to determine where the conveyor network stores or deposits items through the use of [[Conveyor Sorter]] blocks. With these, the player may control which inventories the network should pull from, where to store them, etc. Additionally, the player can make manual transfers over the conveyor network and can toggle whether or not certain blocks are connected to the network. [[File:ConveyorNetwork01.jpg|none|thumb|175px]]<br />
However, it should be noted that this toggle '''is not available for all devices''' such as cargo containers.<br />
<br />
== Mechanics ==<br />
Quoted from George Mamakos.<ref>Forum thread: [http://forums.keenswh.com/post?id=6877337 Explanation of pull & push principles in conveyor system] Retrieved 9/4/2014</Ref><br />
----<br />
This text is purely illustrational and cannot be taken for a design document or hard-coded rules that won't ever change. On the contrary - as we keep working on the game and making it better, a lot of the information here might become obsolete. <br />
<br />
===Conveyor Push-n-Pull principles===<br />
<br />
Some of the blocks (e.g. assembler, turrets, etc.) that can be connected to the conveyor system can automatically "push" or "pull" items to/from the conveyors. This works as follows:<br />
<br />
#If the block is set to use the conveyor system, it checks certain conditions when it is necessary (which are different for each block type) that say whether it should send a push/pull request.<br />
#If the conditions for the request are met, the block finds another block with inventory that can satisfy the request.<br />
<br />
====Push Request====<br />
<br />
#If the block sends a push request, it finds a suitable remote inventory, which has the '''CanReceive''' flag set. Once the inventory is found, the request is fulfilled by sending the requested items to the remote inventory.<br />
#If the remote inventory does not have enough free space, only a part of the request is fulfilled and the request continues by searching for another remote inventory.<br />
<br />
====Pull Request====<br />
<br />
#If the block sends a pull request, it finds a remote inventory with the '''CanSend''' flag set. The remote inventory also has to contain the desired items.<br />
#If these conditions are met, the request is fulfilled by transferring the items from the remote inventory.<br />
<br />
====Inventories with CanSend flag====<br />
* Cargo container inventories<br />
* Assembler output inventory<br />
* Refinery output inventory<br />
* Ship drill inventory <br />
* Ship grinder inventory<br />
* Collector inventory<br />
* Connector inventory <br />
<br />
====Inventories with CanReceive flag====<br />
* Cargo container inventories<br />
* Assembler input inventory<br />
* Refinery input inventory <br />
* Reactor inventory<br />
* Turret & gun inventories<br />
* Connector inventory<br />
<br />
====Requests of the individual block types====<br />
----<br />
* Assembler:<br />
- If the input inventory is less than 60% full, the assembler issues a pull request for the needed materials according to the current blueprint<br />
- If the output inventory is more than 75% full, the assembler issues a push request for its contents.<br />
* Refinery:<br />
- See assembler; Refinery works similarly<br />
* Collector:<br />
- Sends push requests for all of its contents<br />
* Reactor:<br />
- If the fuel inventory is less than 60% full, sends pull request for some small amount of fuel<br />
* Turrets and ship guns:<br />
- If their inventories ar less than 50% full, they send pull requests for ammo<br />
*Ship drill & ship grinder:<br />
- Send push requests for all of their contents<br />
<br />
=== Power Usage ===<br />
Conveyors use 20 Watts (20 W) for every interface in use, both for Large Grids and Small Grids. This means for a [[Curved_Conveyor_Tube|Curved Conveyor Tube]], and a [[Conveyor_Tube|Conveyor Tube]], when both ends are connected the tube piece will draw 40 W - 20 W for each end. When connecting to a [[Conveyor|Conveyor]] or a [[Small_Conveyor|Small Conveyor]], it will use 20 W for each connected face - at minimum 20 W (because Conveyors are considered an "end", and will terminate a conveyor line), but as much as 120 W when all six sides are connected.<br />
<br />
There is no way to turn off this requirement - conveyors always require power. Turning off the "Use Conveyor System" on anything attached to the conveyor network does not affect this power requirement (eg [[Arc_Furnace|Arc Furnace]], [[Refinery]], [[Oxygen_Generator|Oxygen Generator]], [[Refinery]], etc). For all the examples just mentioned (except the Arc Furnace), each item has four Conveyor ports on it, so each can consume between 20 and 80 W of power via the Conveyor system - depending on how many ports are hooked up and functioning.<br />
<br />
Any conveyor system (Tubes and Curved Tubes) which is not properly terminated (the conveyor tube lights are red), it will not consume any power until it is properly hooked up.<br />
<br />
== Conveyor blocks ==<br />
The conveyor blocks are more or less "pipes" that can be placed between devices when direct connections are impossible. In other words, conveyors are pipeline blocks the player can place to connect one inventory to another. The style in which players place the conveyors is completely up to them. The only requirement needed to establish a connection is by having two inventories on either end of the network.<br />
<br />
=== List of conveyor blocks ===<br />
The blocks listed below only function as conveyor and have no other purpose.<br />
<br />
==== Large Conveyors ====<br />
:*[[Conveyor]]<br />
:*[[Conveyor Tube]]<br />
:*[[Curved Conveyor Tube]]<br />
:*[[Conveyor Frame]] - (Only usable on small ships)<br />
<br />
==== Small Conveyors ====<br />
:*[[Small Conveyor]] - (Only usable on small ships)<br />
:*[[Small Conveyor Tube]] - (Only usable on small ships)<br />
:*[[Small Curved Conveyor Tube]] - (Only usable on small ships)<br />
<br />
== Conveyor ports ==<br />
Conveyor ports are the input/output slots that conveyors and/or other devices may connect to in order to allow items to be transferred to another inventory.<br />
<br />
=== Small port ===<br />
Small conveyor ports are small, and do not allow objects larger than the ports themselves through.<br />
[[File:ConveyorNetwork03.jpg|none|thumb|175px]]<br />
<br />
==== Items that can transfer through small ports ====<br />
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"><br />
*[[25x184mm NATO Ammo Container]]<br />
*[[5.56x45mm NATO Magazine]]<br />
*[[Computer]]<br />
*[[Construction Component]]<br />
*[[Explosives]]<br />
*[[Motor]]<br />
*[[Reactor Components]]<br />
*[[Thrust Components|Thruster Components]]<br />
* All kinds of [[Ore]] and [[Material]]<br />
</div><br />
<br />
==== Small to Large port Incompatibilities ====<br />
Players should be aware when using the conveyors that small ports & large are not compatible! You can not fit a smaller conveyor into a larger port, and a large into small port.<br />
{| width "70%"<br />
|<br />
[[File:ConveyorNetwork06.jpg|none|thumb|175px|Bad conveyor port connection to a medium cargo container]]<br />
|<br />
[[File:ConveyorNetwork07.jpg|none|thumb|175px|Good conveyor port connection to a medium cargo container]]<br />
|<br />
[[File:ConveyorNetwork08.jpg|none|thumb|175px|Good conveyor port connection to a small ship drill]]<br />
|<br />
[[File:ConveyorNetwork09.jpg|none|thumb|175px|Bad conveyor port connection to a small ship welder]]<br />
|<br />
|}<br />
<!--Will further increase the amount of detailed conveyors--><br />
<br />
=== Large port ===<br />
Large ports are larger in size, and '''can allow all item types''' to transfer through them.<br />
[[File:ConveyorNetwork04.jpg|none|thumb|175px]]<br />
<br />
== Examples ==<br />
{| class="wikitable"<br />
|[[File:ConveyorNetwork15.jpg|none|thumb|250px]]<br />
|[[File:ConveyorNetwork12.jpg|none|thumb|250px]]<br />
|-<br />
|[[File:ConveyorNetwork13.jpg|none|thumb|250px]]<br />
|[[File:ConveyorNetwork14.jpg|none|thumb|250px]]<br />
|-<br />
|[[File:ConveyorNetwork11.jpg|none|thumb|250px]]<br />
|<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
<!-- Will return at a later point to add more content and make more corrections --><br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Battery&diff=23191Battery2019-02-13T12:29:01Z<p>Thread: /* Media */ ~ resize to fit within page boundary on handheld devices</p>
<hr />
<div>{{itembox<br />
| item = Battery<br />
| description = Stores and discharges power. <br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 45<br />
| lpowerconsumption = 12<br />
| lmaxpoweroutput = 12<br />
| lmaxstoredenergy = 3<br />
| lairtightness = yes<br />
| lresourcesinkgroup = Battery<br />
| lresourcesourcegroup = Battery<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 60<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 20<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 25<br />
| lcomponent4 = Power Cell<br />
| lcomponent4amt = 120<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 10<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 20<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 1<br />
<br />
| sbuildtime = 30<br />
| spowerconsumption = 4.32<br />
| smaxpoweroutput = 4.32<br />
| smaxstoredenergy = 1.08<br />
| sairtightness = no<br />
| sresourcesinkgroup = Battery<br />
| sresourcesourcegroup = Battery<br />
| scomponentstructure = 3<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 20<br />
| scomponent2 = Construction Component<br />
| scomponent2amt = 3<br />
| scomponent3 = Computer<br />
| scomponent3amt = 2<br />
| scomponent4 = Power Cell<br />
| scomponent4amt = 20<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 2<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 5<br />
| swidth = 3<br />
| sheight = 2<br />
| sdepth = 3<br />
<br />
| version = 1.172.001<br />
}}<br />
<br />
== Overview ==<br />
The battery is a single block that has a similar function to the [[Small Reactor|reactors]] in that it will power blocks on a [[grid]]. It does not require any materials to be powered, and does come with a small intial charge but beyond this it must collect energy either from [[Solar Panel|Solar panels]], [[Large Reactor|Large Reactors]], and/or [[Small Reactor|Small Reactors]] before it can be put to use (or even other batteries). <br />
<br />
With [[Update 01.105]], a battery, once built, already has a 30% charge, meaning it can be used immediately. However, it is now no longer possible to salvage [[Power Cell|Power Cells]] from a battery, any power cells will be recovered as [[Scrap Metal]], losing a significant amount of [[Nickel Ingot|Nickel]] and [[Silicon Wafer|Silicon]].<br />
<br />
== Usage ==<br />
The battery is a convenient solution to saving/reserving power, and using no fuel that reactors for example would otherwise require. Or in the case of an incident, provide emergency power while repairs are made.<br />
<br />
The battery block may be placed anywhere and unlike Reactors does not need to connected to a [[Conveyor]] network for refueling. <br />
<br />
=== Control Panel ===<br />
* '''Max Output''' - Maximum amount of power the battery can output to the grid<br />
* '''Max Required Input''' - Maximum amount of power the battery can receive when in recharge state<br />
* '''Max Stored Power''' - Maximum amount of power that can be stored on battery<br />
* '''Current Input''' - The amount of power that the battery is currently drawing from the grid<br />
* '''Current Output''' - The amount of power that the battery is currently providing to the grid<br />
* '''Stored Power''' - The remaining amount of power that is stored within the battery<br />
* '''Fully Depleted In''' - Time remaining till the battery is depleted of stored power<br />
* '''Fully Charged In''' - Time remaining till the battery is fully charged.<br />
=== Indicators ===<br />
{| class="wikitable" <br />
!colspan="2" style="text-align:center;" | Charging State<br />
!colspan="2" style="text-align:center;" | Discharging State<br />
!colspan="2" style="text-align:center;" | Block Deactivated<br />
|-<br />
!Indicator Amount<br />
!Status<br />
!Indicator Amount<br />
!Status <br />
!Indicator Amount<br />
!Status<br />
|-<br />
|<br />
|Charging from 0%<br />
| [[File:Air_Vent_Front_Indicator_Green.png]] [[File:Air_Vent_Front_Indicator_Green.png]] [[File:Air_Vent_Front_Indicator_Green.png]] [[File:Air_Vent_Front_Indicator_Green.png]]<br />
| style="text-align:center;" | Below 100%<br />
| [[File:Air_Vent_Front_Indicator_Red.png]] [[File:Air_Vent_Front_Indicator_Red.png]] [[File:Air_Vent_Front_Indicator_Red.png]] [[File:Air_Vent_Front_Indicator_Red.png]] <br />
| style="text-align:center;" | Not Enabled <br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Blue.png]]<br />
| style="text-align:center;" | Above 25%<br />
| [[File:Air_Vent_Front_Indicator_Green.png]] [[File:Air_Vent_Front_Indicator_Green.png]] [[File:Air_Vent_Front_Indicator_Green.png]]<br />
| style="text-align:center;" | Below 75%<br />
|<br />
|<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Blue.png]] [[File:Air_Vent_Front_Indicator_Blue.png]]<br />
| style="text-align:center;" | Above 50%<br />
| [[File:Air_Vent_Front_Indicator_Green.png]] [[File:Air_Vent_Front_Indicator_Green.png]]<br />
| style="text-align:center;" | Below 50%<br />
|<br />
|<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Blue.png]] [[File:Air_Vent_Front_Indicator_Blue.png]] [[File:Air_Vent_Front_Indicator_Blue.png]]<br />
| style="text-align:center;" | Above 75%<br />
| [[File:Air_Vent_Front_Indicator_Green.png]] <br />
| style="text-align:center;" | Below 25%<br />
|<br />
|<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Blue.png]] [[File:Air_Vent_Front_Indicator_Blue.png]] [[File:Air_Vent_Front_Indicator_Blue.png]] [[File:Air_Vent_Front_Indicator_Blue.png]]<br />
| style="text-align:center;" |100% - full<br />
| [[File:Air_Vent_Front_Indicator_Red.png]] <br />
| style="text-align:center;" | 0% - empty<br />
|<br />
|<br />
|}<br />
<br />
=== Recharging ===<br />
Although a newly constructed battery will have some charge already available, providing power instantly once complete. The main purpose of the battery is to store and discharge power as needed. A ship may also recharge its battery through [[Connector|Connectors]] by drawing power from the other side while docked. This does not cost extra power. However, recharging from any source will only work at 80% efficiency rate which incurs a 20% penalty on recharging, meaning the block needs 20% more power for the amount of power returned to the grid.<br />
<br />
==== Recharge Toggle ====<br />
A Battery can recharge regardless of whether its Recharge setting is toggled or not, but if it's set to Recharge it will ONLY recharge and will not discharge or provide power. During this state, the battery will only draw power from the surrounding grid to store in its reserves. It will not discharge again till the player toggles "recharge" once again. Be aware that the charging process is not 100% efficient. Regardless of where the energy is coming from, only about 83.33% of the energy will actually be stored in the battery, the remainder being wasted due to an inherent inefficiency.<br />
<br />
==== Discharge Toggle ====<br />
Once a battery has enough charge in it it may be set to only discharge it's stored power into the grid, the battery ''should'' take priority over reactors (using fuel) but not active solar panels - this may vary due to subgrids and etc. A battery can discharge its stored power whether the it's discharge setting is toggled or not, but toggling the discharge means it will ONLY discharge and not at all draw power from other power sources such as other batteries or reactors.<br />
<br />
==== When neither Discharge or Recharge is toggled ====<br />
During this state which is the default state of a newly built battery, it will recharge automatically if there is any surplus power it can draw from and discharge automatically if there is a shortfall in power supply that is if there is more power being drawn that otherwise available without the battery's reserves. This is unwise as it may if [[Large Reactor|Reactors]] are present quickly recharge and then discharge this stored energy, since the battery's charging is inefficient you essentially lose fuel in the process.<br />
<br />
==== Semi-Auto Toggle ====<br />
This mode will enable the battery to automatically recharge when at 0%, and then discharge when at 100%. In other words, it will automatically recharge and power the grid without player intervention.<br />
<br />
=== Charging with Reactors ===<br />
While reactors can recharge batteries, the efficiency is only about 80%, as noted above. Reactors due to high output can recharge the battery quickly, however this is considered very inefficient. Merely converting the stored energy in [[Uranium Ingot]]s, to stored energy in batteries - which is not 1:1 conversion. Resulting in essentially losing 20% of the fuel in the process with inefficiency [3.60 MWh of Reactor output -> 3.00 MWh of Battery output after being fully charged].<br />
<br />
=== Charging with Solar panels ===<br />
While a single [[Solar Panel]] does not have the same power output as reactors, it is considered "free" energy since no fuel is spent to generate power. It will however be painfully slow with a single or a few panels being used and suffers the same efficiency penalty as do [[Reactor]]s, a single large [[Solar Panel]] operating at peak effectiveness (120 KW) will take upwards of 62 days to be fully charged - so ideally a large array of solar panels should be used. <br />
<br />
While 30+ panels appears impractical for a shorter recharge, its more logical to create such things as recharge satellites that your ships can dock with to recharge their batteries.<br />
[[File:Battery02.jpg|none|thumb|250px|Example of a solar recharge station. A small ship is docked and recharging its battery]]<br />
<br />
=== Power Output ===<br />
Once charged, the battery can begin to power the grid it is placed on. It has nearly the same output capabilities as a small reactor with an output of 12MW on large ships/stations, and 4.32MW on small ships. The battery life can vary depending on power usage. On a typical small ship can last anywhere from 2-4 hours while in constant use (moving, mining, etc). Large ships will use far more power, and a single battery will only sustain a default red ship for 2 hours while idling, or 15 minutes of constant movement.<br />
[[File:Battery06.jpg|none|thumb|250px|Example of a battery providing power to a small construction ship]]<br />
<br />
== Media ==<br />
{| class="wikitable"<br />
|[[File:Battery05.jpg|center|thumb|250px|Small ship battery block]]<br />
|[[File:Battery01.jpg|center|thumb|250px|Large ship/station battery block]]<br />
|-<br />
|[[File:Battery03.jpg|center|thumb|250px|Battery block interface on a small ship]]<br />
|[[File:Battery04.jpg|center|thumb|250px|Battery block interface on a large ship/station]]<br />
|}<br />
<br />
== Tips ==<br />
<br />
* See [[Electricity]] for more information.<br />
<br />
== Known Issues ==<br />
<br />
* Reactors charging a battery will not calculate their remaining fuel time correctly and will cause no fuel warnings.<br />
<br />
* While the [[grid]] does correctly prioritize power sources for everything directly connected to it, once sub-grids (such as grids accessed through [[rotor|rotors]], [[piston|pistons]], [[connector|connectors]], etc) also supply or draw power the battery can become confused. Such issues include:<br />
<br />
* Batteries will charge and discharge at the same time as they attempt to run all system energy through them. This will lead to an automatic loss of fuel through inefficiency.<br />
<br />
* Battery energy is not calculated as a part of a ship's energy output nor as part of its energy reserves.<br />
<br />
* If energy use exceeds the output of solar panels, solar power will shut down entirely and all energy will be drawn from the battery.<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Battery|Action List - Battery]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: center;width: 8%"| [[Update 01.105]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Battery block's behavior changed<br />
*Battery block's Power cell component is no longer recoverable.<br />
|+<br />
|style="text-align: center;width: 8%"| [[Update 01.096]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Battery capacity and output increased<br />
|+<br />
|style="text-align: center;width: 8%"| [[Update 01.041]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed cost of recharging battery is called "Sprint"<br />
*Fixed full batteries still using energy<br />
|+<br />
|style="text-align: center;width: 8%"| [[Update 01.040]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Semi-auto mode introduced<br />
*Fixed lags with batteries turned to charging mode<br />
|+<br />
|style="text-align: center;width: 8%"| [[Update 01.039.010]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Battery block introduced<br />
|}<br />
<br />
</div><br />
[[Category:Power Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Connector&diff=23190Connector2019-02-13T12:06:03Z<p>Thread: /* Status Color */ ~ white status cleanup</p>
<hr />
<div>{{itembox<br />
| item = Connector<br />
| description = Transfers items, and/or energy through to another connector. It may also eject items from its inventory to space. <br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 25<br />
| spowerstandby = 0.00005<br />
| sairtightness = no<br />
| scomponentstructure = 2<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 6<br />
| scomponent2 = Computer<br />
| scomponent2amt = 6<br />
| scomponent3 = Motor<br />
| scomponent3amt = 6<br />
| scomponent4 = Small Steel Tube<br />
| scomponent4amt = 6<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 12<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 15<br />
| swidth = 3<br />
| sheight = 2<br />
| sdepth = 3<br />
| sstoragecapacity = 1152<br />
<br />
| lbuildtime = 35<br />
| lairtightness = no<br />
| lpowerstandby = 0.00005<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 20<br />
| lcomponent3 = Motor<br />
| lcomponent3amt = 8<br />
| lcomponent4 = Small Steel Tube<br />
| lcomponent4amt = 12<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
| lstoragecapacity = 8000<br />
<br />
| version = 01.079<br />
}}<br />
== Overview ==<br />
The connector has many functions. It can transfer items, eject items, and transfer energy. It also has a final interesting function in that it has a small magnetic pull in front of it. If another connector moves in front of it, they will start to pull each other at about 3 meters. The connector will then hold each other in place half a meter from each other.<br />
== Status Color ==<br />
{| class="wikitable" ; style="width: 50%<br />
!Color!! Status<br />
|-<br />
|[[File:Merge_Front_Indicator_white.png|30px]]|| No active Connection and area around it is clear to eject objects. Connector is powered and ready.<br />
|-<br />
||<span style="background:black; font-size: 200%">....</span>|| Connector turned off or unpowered.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Red.png]] || Area around Connector is too cluttered with objects to eject more.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Yellow.png]] || Connection between Connectors is possible, but they are not locked.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Green.png]] || Connector Connection is active and locked. Items, power and gas can be freely transferred.<br />
|}<br />
=== Control Panel ===<br />
{| class="wikitable" ; style="width: 50%<br />
!colspan="2" style="font-size:16px;"| Control Panel<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" this allows the Connector to automatically pull items from other inventories connected to it via the [[Conveyor Network]]<br />
|-<br />
!style="text-align:left;" | Throw Out<br />
|This toggle tells the Connector to eject items out from inside its inventory<br />
|-<br />
!style="text-align:left;" | Collect All<br />
|This toggle tells the Connector to retrieve items from another inventory in the Conveyor Network, and places them inside its inventory<br />
|-<br />
!style="text-align:left;" | Lock<br />
|This tells the Connector to lock itself with another Connector (status will be Yellow before locking)<br />
|-<br />
!style="text-align:left;" | Unlock<br />
|This unlocks the Connector from the other Connector (status will be Green before unlocking)<br />
|-<br />
!style="text-align:left;" | Strength Slider <br>(0% to 100%)<br />
|This allows fine-tuning of the strength of the magnetic pull between Connectors, the weakest of the two will be used.<br />
|}<br />
<br />
The Connector may be placed where the placer wishes. It takes up 3x3x2 blocks on small ships, and one block space on large ships / stations. Both connector types have large conveyor ports on the back. However, the small ship version has small conveyor ports on all its sides.<br />
<br />
The Connector provides many useful functions for the player(s) to take advantage of. Many of its functions are explained in detail below.<br />
<br />
=== Power Requirement ===<br />
Previous to version 01.046 there was a bug that made connectors work even when unpowered. Version 01.046 fixed this bug and in all versions after you must supply power to connectors in order for them to function.<br />
=== Item Ejection ===<br />
While capable of transferring items, it may also eject items as well. This does not require another connector, and it may do it at any time. As the items eject, it also applies a small amount force of '''1 m/s''' that pushes the items away from it.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To do this, the player must first set '''Collect All''' to '''Yes'''. This tells the connector you wish to pull items from other inventories to its own.<br />
:[[File:Connector11.jpg|none|thumb|125px]]<br />
<li value="2">After the connector is set to collect items, under '''throw out''', set to '''on'''<br />
:[[File:Connector10.jpg|none|thumb|125px]]<br />
</ol><br />
|}<br />
=== Docking ===<br />
Before item transferring can occur, the player must first connect a connector with another. Item transfer cannot occur in any other way.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To dock, the player must guide the ship so that both connectors are aligned. Then approach the connectors slowly towards each other. <br />
:[[File:Connector13.jpg|none|thumb|175px]]<br />
<li value="2">When the player is close enough (3 meters), both connector lights will turn yellow, and a noticeable force will occur as both connectors will start to pull each other until a distance of 1 meter or so is between them. After which, the player must hit the docking/latch button (see [[Controls]]) to make a connection.<br />
::;Note * If the ships mass is too large, the force of the connector will be neglected and be unable to pull itself towards the other.<br />
:[[File:Connector07.jpg|none|thumb|175px]]<br />
<li value="3">Once successfully docked, the indicators on both connectors will turn '''green''', informing that a connection between both ships/stations has been established.<br />
:[[File:Connector04.jpg|none|thumb|175px]]<br />
::;Note * While the player can dock at any point, it is recommended that the connectors be allowed to pull each other and settle at 1 meter from each other. This can prevent a smaller ship from being instantly pulled towards the connector; possibly causing damage.<br />
</ol><br />
|}<br />
==== Item transfer ====<br />
The primary function of the connector is to allow ships/stations to transfer items items between each other. This can be done when two connectors are locked onto each other. Once docked, the player may freely transfer items between ship to ship, or ship to station. For information regarding multiple grid menu information, see [[Multi Grid Menu]].<br />
:;Note * If you connect to a ship/station with a powered [[Refinery]] or [[Arc Furnace]], it will automatically pull ores from your ships inventory once connected.<br />
==== Energy Transfer ====<br />
An interesting feature the connector has when docked is that it is capable of transferring energy. This means that a smaller ship for example may dock with its larger one, and be provided with power. It allows for example [[Battery|Batteries]] on a smaller ship to be recharged from another ship/station.<br />
==== Oxygen transfer ====<br />
Connectors will also transfer [[Oxygen]] between docked ships or a station if both grids have some connected oxygen-enabled blocks ([[Oxygen Tank]]s or [[Oxygen Generator]]s for example). This mechanic can be used to restock a ships oxygen reserves while docked at another ship or station with the needed infrastructure.<br />
=== Undocking ===<br />
Since the release of the Connector to the most recent update ([[Update 01.046]]), the strength of the connectors pull has be significantly reduced. However, there still is quite a significant amount that may cause some designs to have trouble escaping, or causing damage while doing so.<br />
<br />
Below is a list of useful tips on how to undock from a Connector.<br />
==== Turn Connectors Off ====<br />
The simplest solution if you are unable to escape a connectors grasp is to turn off the connectors, therefore disabling their ability to "pull". To clarify, you simply only have to switch off power to one of the two connectors. Without power, they will no longer attract each other.<br />
<br />
== Media ==<br />
{| class="wikitable" width "50%"<br />
|[[File:Connector05.jpg|none|thumb|400px|A connector ejecting items out to a collector on the other side]]<br />
|[[File:Connector09.jpg|none|thumb|400px|A giant blue ship docked to a station using the connectors]]<br />
|-<br />
|[[File:Connector03.jpg|none|thumb|400px|A connector on a small ship]]<br />
|[[File:Connector01.jpg|none|thumb|400px|Small ship connector (left), and a large ship /station connector (right)]]<br />
|-<br />
|[[File:Connector02.jpg|none|thumb|400px|Angled view of the small ship connector (left), and a large ship /station connector (right)]]<br />
|}<br />
<br />
== Tips ==<br />
*Two connectors can be placed facing each other connected, and when a grid splits or un-merges using [[Merge Block]]s the connectors will separate.<br />
*Both connectors have to be powered in order to dock<br />
*Prior to [[Update 01.046]], connectors were so strong that large ships as big as the KSH big red ship struggled to move away.<br />
<br />
== Known Issues ==<br />
Sometimes there is a bug which causes the magnetic force of the Connector to not cease even if disengaged and even turned off, and even after removing the actual connector (!). Be careful not to crash your vessel if this happens. A restart will solve the issue, so do not remove the connector as this will not help but may crash the ship.<br />
<br />
== Related Items ==<br />
*[[Collector]]<br />
*[[Ejector]]<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Connector|Action List - Connector]]<br />
* NOTE: <br />
** .IsLocked is for when the connector is ready to lock<br />
** .IsConnected is for when the connector is locked.<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.026]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Connector block introduced<br />
|}<br />
<br />
</div><br />
[[Category:Conveyor and Cargo Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Connector&diff=23189Connector2019-02-13T11:45:40Z<p>Thread: /* Control Panel */ ~ clarification</p>
<hr />
<div>{{itembox<br />
| item = Connector<br />
| description = Transfers items, and/or energy through to another connector. It may also eject items from its inventory to space. <br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 25<br />
| spowerstandby = 0.00005<br />
| sairtightness = no<br />
| scomponentstructure = 2<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 6<br />
| scomponent2 = Computer<br />
| scomponent2amt = 6<br />
| scomponent3 = Motor<br />
| scomponent3amt = 6<br />
| scomponent4 = Small Steel Tube<br />
| scomponent4amt = 6<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 12<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 15<br />
| swidth = 3<br />
| sheight = 2<br />
| sdepth = 3<br />
| sstoragecapacity = 1152<br />
<br />
| lbuildtime = 35<br />
| lairtightness = no<br />
| lpowerstandby = 0.00005<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 20<br />
| lcomponent3 = Motor<br />
| lcomponent3amt = 8<br />
| lcomponent4 = Small Steel Tube<br />
| lcomponent4amt = 12<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
| lstoragecapacity = 8000<br />
<br />
| version = 01.079<br />
}}<br />
== Overview ==<br />
The connector has many functions. It can transfer items, eject items, and transfer energy. It also has a final interesting function in that it has a small magnetic pull in front of it. If another connector moves in front of it, they will start to pull each other at about 3 meters. The connector will then hold each other in place half a meter from each other.<br />
== Status Color ==<br />
{| class="wikitable" ; style="width: 50%<br />
!Color!! Status<br />
|-<br />
|[[File:Landing_Gear_GYsquare.jpg|30px]]|| No Connection possible and area around it clear to eject objects.<br />
|-<br />
||<span style="background:black; font-size: 200%">....</span>|| Connector turned off or unpowered.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Red.png]] || Area around Connector is too cluttered with objects to eject more.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Yellow.png]] || Connection between Connectors is possible, but they are not locked.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Green.png]] || Connector Connection is active and locked. Items, power and gas can be freely transferred.<br />
|}<br />
=== Control Panel ===<br />
{| class="wikitable" ; style="width: 50%<br />
!colspan="2" style="font-size:16px;"| Control Panel<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" this allows the Connector to automatically pull items from other inventories connected to it via the [[Conveyor Network]]<br />
|-<br />
!style="text-align:left;" | Throw Out<br />
|This toggle tells the Connector to eject items out from inside its inventory<br />
|-<br />
!style="text-align:left;" | Collect All<br />
|This toggle tells the Connector to retrieve items from another inventory in the Conveyor Network, and places them inside its inventory<br />
|-<br />
!style="text-align:left;" | Lock<br />
|This tells the Connector to lock itself with another Connector (status will be Yellow before locking)<br />
|-<br />
!style="text-align:left;" | Unlock<br />
|This unlocks the Connector from the other Connector (status will be Green before unlocking)<br />
|-<br />
!style="text-align:left;" | Strength Slider <br>(0% to 100%)<br />
|This allows fine-tuning of the strength of the magnetic pull between Connectors, the weakest of the two will be used.<br />
|}<br />
<br />
The Connector may be placed where the placer wishes. It takes up 3x3x2 blocks on small ships, and one block space on large ships / stations. Both connector types have large conveyor ports on the back. However, the small ship version has small conveyor ports on all its sides.<br />
<br />
The Connector provides many useful functions for the player(s) to take advantage of. Many of its functions are explained in detail below.<br />
<br />
=== Power Requirement ===<br />
Previous to version 01.046 there was a bug that made connectors work even when unpowered. Version 01.046 fixed this bug and in all versions after you must supply power to connectors in order for them to function.<br />
=== Item Ejection ===<br />
While capable of transferring items, it may also eject items as well. This does not require another connector, and it may do it at any time. As the items eject, it also applies a small amount force of '''1 m/s''' that pushes the items away from it.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To do this, the player must first set '''Collect All''' to '''Yes'''. This tells the connector you wish to pull items from other inventories to its own.<br />
:[[File:Connector11.jpg|none|thumb|125px]]<br />
<li value="2">After the connector is set to collect items, under '''throw out''', set to '''on'''<br />
:[[File:Connector10.jpg|none|thumb|125px]]<br />
</ol><br />
|}<br />
=== Docking ===<br />
Before item transferring can occur, the player must first connect a connector with another. Item transfer cannot occur in any other way.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To dock, the player must guide the ship so that both connectors are aligned. Then approach the connectors slowly towards each other. <br />
:[[File:Connector13.jpg|none|thumb|175px]]<br />
<li value="2">When the player is close enough (3 meters), both connector lights will turn yellow, and a noticeable force will occur as both connectors will start to pull each other until a distance of 1 meter or so is between them. After which, the player must hit the docking/latch button (see [[Controls]]) to make a connection.<br />
::;Note * If the ships mass is too large, the force of the connector will be neglected and be unable to pull itself towards the other.<br />
:[[File:Connector07.jpg|none|thumb|175px]]<br />
<li value="3">Once successfully docked, the indicators on both connectors will turn '''green''', informing that a connection between both ships/stations has been established.<br />
:[[File:Connector04.jpg|none|thumb|175px]]<br />
::;Note * While the player can dock at any point, it is recommended that the connectors be allowed to pull each other and settle at 1 meter from each other. This can prevent a smaller ship from being instantly pulled towards the connector; possibly causing damage.<br />
</ol><br />
|}<br />
==== Item transfer ====<br />
The primary function of the connector is to allow ships/stations to transfer items items between each other. This can be done when two connectors are locked onto each other. Once docked, the player may freely transfer items between ship to ship, or ship to station. For information regarding multiple grid menu information, see [[Multi Grid Menu]].<br />
:;Note * If you connect to a ship/station with a powered [[Refinery]] or [[Arc Furnace]], it will automatically pull ores from your ships inventory once connected.<br />
==== Energy Transfer ====<br />
An interesting feature the connector has when docked is that it is capable of transferring energy. This means that a smaller ship for example may dock with its larger one, and be provided with power. It allows for example [[Battery|Batteries]] on a smaller ship to be recharged from another ship/station.<br />
==== Oxygen transfer ====<br />
Connectors will also transfer [[Oxygen]] between docked ships or a station if both grids have some connected oxygen-enabled blocks ([[Oxygen Tank]]s or [[Oxygen Generator]]s for example). This mechanic can be used to restock a ships oxygen reserves while docked at another ship or station with the needed infrastructure.<br />
=== Undocking ===<br />
Since the release of the connector to the most recent update ([[Update 01.046]]), the strength of the connectors pull has be significantly reduced. However, there still is quite a significant amount that may cause some designs to have trouble escaping, or causing damage while doing so.<br />
<br />
Below is a list of useful tips on how to undock from a connector.<br />
==== Turn Connectors Off ====<br />
The simplest solution if you are unable to escape a connectors grasp is to turn off the connectors, therefore disabling their ability to "pull". To clarify, you simply only have to switch off power to one of the two connectors. Without power, they will no longer attract each other.<br />
<br />
== Media ==<br />
{| class="wikitable" width "50%"<br />
|[[File:Connector05.jpg|none|thumb|400px|A connector ejecting items out to a collector on the other side]]<br />
|[[File:Connector09.jpg|none|thumb|400px|A giant blue ship docked to a station using the connectors]]<br />
|-<br />
|[[File:Connector03.jpg|none|thumb|400px|A connector on a small ship]]<br />
|[[File:Connector01.jpg|none|thumb|400px|Small ship connector (left), and a large ship /station connector (right)]]<br />
|-<br />
|[[File:Connector02.jpg|none|thumb|400px|Angled view of the small ship connector (left), and a large ship /station connector (right)]]<br />
|}<br />
<br />
== Tips ==<br />
*Two connectors can be placed facing each other connected, and when a grid splits or un-merges using [[Merge Block]]s the connectors will separate.<br />
*Both connectors have to be powered in order to dock<br />
*Prior to [[Update 01.046]], connectors were so strong that large ships as big as the KSH big red ship struggled to move away.<br />
<br />
== Known Issues ==<br />
Sometimes there is a bug which causes the magnetic force of the Connector to not cease even if disengaged and even turned off, and even after removing the actual connector (!). Be careful not to crash your vessel if this happens. A restart will solve the issue, so do not remove the connector as this will not help but may crash the ship.<br />
<br />
== Related Items ==<br />
*[[Collector]]<br />
*[[Ejector]]<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Connector|Action List - Connector]]<br />
* NOTE: <br />
** .IsLocked is for when the connector is ready to lock<br />
** .IsConnected is for when the connector is locked.<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.026]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Connector block introduced<br />
|}<br />
<br />
</div><br />
[[Category:Conveyor and Cargo Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Connector&diff=23184Connector2019-02-11T18:15:26Z<p>Thread: ~ correction to table width</p>
<hr />
<div>{{itembox<br />
| item = Connector<br />
| description = Transfers items, and/or energy through to another connector. It may also eject items from its inventory to space. <br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 25<br />
| spowerstandby = 0.00005<br />
| sairtightness = no<br />
| scomponentstructure = 2<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 6<br />
| scomponent2 = Computer<br />
| scomponent2amt = 6<br />
| scomponent3 = Motor<br />
| scomponent3amt = 6<br />
| scomponent4 = Small Steel Tube<br />
| scomponent4amt = 6<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 12<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 15<br />
| swidth = 3<br />
| sheight = 2<br />
| sdepth = 3<br />
| sstoragecapacity = 1152<br />
<br />
| lbuildtime = 35<br />
| lairtightness = no<br />
| lpowerstandby = 0.00005<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 20<br />
| lcomponent3 = Motor<br />
| lcomponent3amt = 8<br />
| lcomponent4 = Small Steel Tube<br />
| lcomponent4amt = 12<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
| lstoragecapacity = 8000<br />
<br />
| version = 01.079<br />
}}<br />
== Overview ==<br />
The connector has many functions. It can transfer items, eject items, and transfer energy. It also has a final interesting function in that it has a small magnetic pull in front of it. If another connector moves in front of it, they will start to pull each other at about 3 meters. The connector will then hold each other in place half a meter from each other.<br />
== Status Color ==<br />
{| class="wikitable" ; style="width: 50%<br />
!Color!! Status<br />
|-<br />
|[[File:Landing_Gear_GYsquare.jpg|30px]]|| No Connection possible and area around it clear to eject objects.<br />
|-<br />
||<span style="background:black; font-size: 200%">....</span>|| Connector turned off or unpowered.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Red.png]] || Area around Connector is too cluttered with objects to eject more.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Yellow.png]] || Connection between Connectors is possible, but they are not locked.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Green.png]] || Connector Connection is active and locked. Items, power and gas can be freely transferred.<br />
|}<br />
=== Control Panel ===<br />
{| class="wikitable" ; style="width: 50%<br />
!colspan="2" style="font-size:16px;"| Control Panel<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the connector to automatically draw items from other inventories connected to it<br />
|-<br />
!style="text-align:left;" | Throw Out<br />
|This toggle tells the connector to eject items out from inside its inventory<br />
|-<br />
!style="text-align:left;" | Collect All<br />
|This toggle tells the connector to retrieve items another inventory in the [[Conveyor Network]], and places inside its inventory<br />
|-<br />
!style="text-align:left;" | Lock<br />
|This tells the connector to lock itself with another connector<br />
|-<br />
!style="text-align:left;" | Unlock<br />
|This unlocks the connector from the other connector<br />
|-<br />
!style="text-align:left;" | Strength Slider <br>(0% to 100%)<br />
|This allows fine-tuning of the strength of the magnetic pull between connectors, the weakest of the two will be used.<br />
|}<br />
<br />
The connector may be placed where the placer wishes. It takes up 3x3x2 blocks on small ships, and one block space on large ships / stations. Both connector types have large conveyor ports on the back. However, the small ship version has small conveyor ports on all its sides.<br />
<br />
The connector provides many useful functions for the player(s) to take advantage of. Many of its functions are explained in detail below.<br />
=== Power Requirement ===<br />
Previous to version 01.046 there was a bug that made connectors work even when unpowered. Version 01.046 fixed this bug and in all versions after you must supply power to connectors in order for them to function.<br />
=== Item Ejection ===<br />
While capable of transferring items, it may also eject items as well. This does not require another connector, and it may do it at any time. As the items eject, it also applies a small amount force of '''1 m/s''' that pushes the items away from it.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To do this, the player must first set '''Collect All''' to '''Yes'''. This tells the connector you wish to pull items from other inventories to its own.<br />
:[[File:Connector11.jpg|none|thumb|125px]]<br />
<li value="2">After the connector is set to collect items, under '''throw out''', set to '''on'''<br />
:[[File:Connector10.jpg|none|thumb|125px]]<br />
</ol><br />
|}<br />
=== Docking ===<br />
Before item transferring can occur, the player must first connect a connector with another. Item transfer cannot occur in any other way.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To dock, the player must guide the ship so that both connectors are aligned. Then approach the connectors slowly towards each other. <br />
:[[File:Connector13.jpg|none|thumb|175px]]<br />
<li value="2">When the player is close enough (3 meters), both connector lights will turn yellow, and a noticeable force will occur as both connectors will start to pull each other until a distance of 1 meter or so is between them. After which, the player must hit the docking/latch button (see [[Controls]]) to make a connection.<br />
::;Note * If the ships mass is too large, the force of the connector will be neglected and be unable to pull itself towards the other.<br />
:[[File:Connector07.jpg|none|thumb|175px]]<br />
<li value="3">Once successfully docked, the indicators on both connectors will turn '''green''', informing that a connection between both ships/stations has been established.<br />
:[[File:Connector04.jpg|none|thumb|175px]]<br />
::;Note * While the player can dock at any point, it is recommended that the connectors be allowed to pull each other and settle at 1 meter from each other. This can prevent a smaller ship from being instantly pulled towards the connector; possibly causing damage.<br />
</ol><br />
|}<br />
==== Item transfer ====<br />
The primary function of the connector is to allow ships/stations to transfer items items between each other. This can be done when two connectors are locked onto each other. Once docked, the player may freely transfer items between ship to ship, or ship to station. For information regarding multiple grid menu information, see [[Multi Grid Menu]].<br />
:;Note * If you connect to a ship/station with a powered [[Refinery]] or [[Arc Furnace]], it will automatically pull ores from your ships inventory once connected.<br />
==== Energy Transfer ====<br />
An interesting feature the connector has when docked is that it is capable of transferring energy. This means that a smaller ship for example may dock with its larger one, and be provided with power. It allows for example [[Battery|Batteries]] on a smaller ship to be recharged from another ship/station.<br />
==== Oxygen transfer ====<br />
Connectors will also transfer [[Oxygen]] between docked ships or a station if both grids have some connected oxygen-enabled blocks ([[Oxygen Tank]]s or [[Oxygen Generator]]s for example). This mechanic can be used to restock a ships oxygen reserves while docked at another ship or station with the needed infrastructure.<br />
=== Undocking ===<br />
Since the release of the connector to the most recent update ([[Update 01.046]]), the strength of the connectors pull has be significantly reduced. However, there still is quite a significant amount that may cause some designs to have trouble escaping, or causing damage while doing so.<br />
<br />
Below is a list of useful tips on how to undock from a connector.<br />
==== Turn Connectors Off ====<br />
The simplest solution if you are unable to escape a connectors grasp is to turn off the connectors, therefore disabling their ability to "pull". To clarify, you simply only have to switch off power to one of the two connectors. Without power, they will no longer attract each other.<br />
<br />
== Media ==<br />
{| class="wikitable" width "50%"<br />
|[[File:Connector05.jpg|none|thumb|400px|A connector ejecting items out to a collector on the other side]]<br />
|[[File:Connector09.jpg|none|thumb|400px|A giant blue ship docked to a station using the connectors]]<br />
|-<br />
|[[File:Connector03.jpg|none|thumb|400px|A connector on a small ship]]<br />
|[[File:Connector01.jpg|none|thumb|400px|Small ship connector (left), and a large ship /station connector (right)]]<br />
|-<br />
|[[File:Connector02.jpg|none|thumb|400px|Angled view of the small ship connector (left), and a large ship /station connector (right)]]<br />
|}<br />
<br />
== Tips ==<br />
*Two connectors can be placed facing each other connected, and when a grid splits or un-merges using [[Merge Block]]s the connectors will separate.<br />
*Both connectors have to be powered in order to dock<br />
*Prior to [[Update 01.046]], connectors were so strong that large ships as big as the KSH big red ship struggled to move away.<br />
<br />
== Known Issues ==<br />
Sometimes there is a bug which causes the magnetic force of the Connector to not cease even if disengaged and even turned off, and even after removing the actual connector (!). Be careful not to crash your vessel if this happens. A restart will solve the issue, so do not remove the connector as this will not help but may crash the ship.<br />
<br />
== Related Items ==<br />
*[[Collector]]<br />
*[[Ejector]]<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Connector|Action List - Connector]]<br />
* NOTE: <br />
** .IsLocked is for when the connector is ready to lock<br />
** .IsConnected is for when the connector is locked.<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.026]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Connector block introduced<br />
|}<br />
<br />
</div><br />
[[Category:Conveyor and Cargo Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Connector&diff=23183Connector2019-02-11T18:14:18Z<p>Thread: /* Status Color */ ~ table width</p>
<hr />
<div>{{itembox<br />
| item = Connector<br />
| description = Transfers items, and/or energy through to another connector. It may also eject items from its inventory to space. <br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 25<br />
| spowerstandby = 0.00005<br />
| sairtightness = no<br />
| scomponentstructure = 2<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 6<br />
| scomponent2 = Computer<br />
| scomponent2amt = 6<br />
| scomponent3 = Motor<br />
| scomponent3amt = 6<br />
| scomponent4 = Small Steel Tube<br />
| scomponent4amt = 6<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 12<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 15<br />
| swidth = 3<br />
| sheight = 2<br />
| sdepth = 3<br />
| sstoragecapacity = 1152<br />
<br />
| lbuildtime = 35<br />
| lairtightness = no<br />
| lpowerstandby = 0.00005<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 20<br />
| lcomponent3 = Motor<br />
| lcomponent3amt = 8<br />
| lcomponent4 = Small Steel Tube<br />
| lcomponent4amt = 12<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
| lstoragecapacity = 8000<br />
<br />
| version = 01.079<br />
}}<br />
== Overview ==<br />
The connector has many functions. It can transfer items, eject items, and transfer energy. It also has a final interesting function in that it has a small magnetic pull in front of it. If another connector moves in front of it, they will start to pull each other at about 3 meters. The connector will then hold each other in place half a meter from each other.<br />
== Status Color ==<br />
{| class="wikitable" ; style="width: 80%<br />
!Color!! Status<br />
|-<br />
|[[File:Landing_Gear_GYsquare.jpg|30px]]|| No Connection possible and area around it clear to eject objects.<br />
|-<br />
||<span style="background:black; font-size: 200%">....</span>|| Connector turned off or unpowered.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Red.png]] || Area around Connector is too cluttered with objects to eject more.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Yellow.png]] || Connection between Connectors is possible, but they are not locked.<br />
|-<br />
|[[File:Air_Vent_Front_Indicator_Green.png]] || Connector Connection is active and locked. Items, power and gas can be freely transferred.<br />
|}<br />
=== Control Panel ===<br />
{| class="wikitable" ; style="width: 80%<br />
!colspan="2" style="font-size:16px;"| Control Panel<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the connector to automatically draw items from other inventories connected to it<br />
|-<br />
!style="text-align:left;" | Throw Out<br />
|This toggle tells the connector to eject items out from inside its inventory<br />
|-<br />
!style="text-align:left;" | Collect All<br />
|This toggle tells the connector to retrieve items another inventory in the [[Conveyor Network]], and places inside its inventory<br />
|-<br />
!style="text-align:left;" | Lock<br />
|This tells the connector to lock itself with another connector<br />
|-<br />
!style="text-align:left;" | Unlock<br />
|This unlocks the connector from the other connector<br />
|-<br />
!style="text-align:left;" | Strength Slider <br>(0% to 100%)<br />
|This allows fine-tuning of the strength of the magnetic pull between connectors, the weakest of the two will be used.<br />
|}<br />
<br />
The connector may be placed where the placer wishes. It takes up 3x3x2 blocks on small ships, and one block space on large ships / stations. Both connector types have large conveyor ports on the back. However, the small ship version has small conveyor ports on all its sides.<br />
<br />
The connector provides many useful functions for the player(s) to take advantage of. Many of its functions are explained in detail below.<br />
=== Power Requirement ===<br />
Previous to version 01.046 there was a bug that made connectors work even when unpowered. Version 01.046 fixed this bug and in all versions after you must supply power to connectors in order for them to function.<br />
=== Item Ejection ===<br />
While capable of transferring items, it may also eject items as well. This does not require another connector, and it may do it at any time. As the items eject, it also applies a small amount force of '''1 m/s''' that pushes the items away from it.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To do this, the player must first set '''Collect All''' to '''Yes'''. This tells the connector you wish to pull items from other inventories to its own.<br />
:[[File:Connector11.jpg|none|thumb|125px]]<br />
<li value="2">After the connector is set to collect items, under '''throw out''', set to '''on'''<br />
:[[File:Connector10.jpg|none|thumb|125px]]<br />
</ol><br />
|}<br />
=== Docking ===<br />
Before item transferring can occur, the player must first connect a connector with another. Item transfer cannot occur in any other way.<br />
{| class="wikitable"<br />
|style="width: 530px;" | <ol><br />
<li value="1">To dock, the player must guide the ship so that both connectors are aligned. Then approach the connectors slowly towards each other. <br />
:[[File:Connector13.jpg|none|thumb|175px]]<br />
<li value="2">When the player is close enough (3 meters), both connector lights will turn yellow, and a noticeable force will occur as both connectors will start to pull each other until a distance of 1 meter or so is between them. After which, the player must hit the docking/latch button (see [[Controls]]) to make a connection.<br />
::;Note * If the ships mass is too large, the force of the connector will be neglected and be unable to pull itself towards the other.<br />
:[[File:Connector07.jpg|none|thumb|175px]]<br />
<li value="3">Once successfully docked, the indicators on both connectors will turn '''green''', informing that a connection between both ships/stations has been established.<br />
:[[File:Connector04.jpg|none|thumb|175px]]<br />
::;Note * While the player can dock at any point, it is recommended that the connectors be allowed to pull each other and settle at 1 meter from each other. This can prevent a smaller ship from being instantly pulled towards the connector; possibly causing damage.<br />
</ol><br />
|}<br />
==== Item transfer ====<br />
The primary function of the connector is to allow ships/stations to transfer items items between each other. This can be done when two connectors are locked onto each other. Once docked, the player may freely transfer items between ship to ship, or ship to station. For information regarding multiple grid menu information, see [[Multi Grid Menu]].<br />
:;Note * If you connect to a ship/station with a powered [[Refinery]] or [[Arc Furnace]], it will automatically pull ores from your ships inventory once connected.<br />
==== Energy Transfer ====<br />
An interesting feature the connector has when docked is that it is capable of transferring energy. This means that a smaller ship for example may dock with its larger one, and be provided with power. It allows for example [[Battery|Batteries]] on a smaller ship to be recharged from another ship/station.<br />
==== Oxygen transfer ====<br />
Connectors will also transfer [[Oxygen]] between docked ships or a station if both grids have some connected oxygen-enabled blocks ([[Oxygen Tank]]s or [[Oxygen Generator]]s for example). This mechanic can be used to restock a ships oxygen reserves while docked at another ship or station with the needed infrastructure.<br />
=== Undocking ===<br />
Since the release of the connector to the most recent update ([[Update 01.046]]), the strength of the connectors pull has be significantly reduced. However, there still is quite a significant amount that may cause some designs to have trouble escaping, or causing damage while doing so.<br />
<br />
Below is a list of useful tips on how to undock from a connector.<br />
==== Turn Connectors Off ====<br />
The simplest solution if you are unable to escape a connectors grasp is to turn off the connectors, therefore disabling their ability to "pull". To clarify, you simply only have to switch off power to one of the two connectors. Without power, they will no longer attract each other.<br />
<br />
== Media ==<br />
{| class="wikitable" width "50%"<br />
|[[File:Connector05.jpg|none|thumb|400px|A connector ejecting items out to a collector on the other side]]<br />
|[[File:Connector09.jpg|none|thumb|400px|A giant blue ship docked to a station using the connectors]]<br />
|-<br />
|[[File:Connector03.jpg|none|thumb|400px|A connector on a small ship]]<br />
|[[File:Connector01.jpg|none|thumb|400px|Small ship connector (left), and a large ship /station connector (right)]]<br />
|-<br />
|[[File:Connector02.jpg|none|thumb|400px|Angled view of the small ship connector (left), and a large ship /station connector (right)]]<br />
|}<br />
<br />
== Tips ==<br />
*Two connectors can be placed facing each other connected, and when a grid splits or un-merges using [[Merge Block]]s the connectors will separate.<br />
*Both connectors have to be powered in order to dock<br />
*Prior to [[Update 01.046]], connectors were so strong that large ships as big as the KSH big red ship struggled to move away.<br />
<br />
== Known Issues ==<br />
Sometimes there is a bug which causes the magnetic force of the Connector to not cease even if disengaged and even turned off, and even after removing the actual connector (!). Be careful not to crash your vessel if this happens. A restart will solve the issue, so do not remove the connector as this will not help but may crash the ship.<br />
<br />
== Related Items ==<br />
*[[Collector]]<br />
*[[Ejector]]<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Connector|Action List - Connector]]<br />
* NOTE: <br />
** .IsLocked is for when the connector is ready to lock<br />
** .IsConnected is for when the connector is locked.<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.026]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Connector block introduced<br />
|}<br />
<br />
</div><br />
[[Category:Conveyor and Cargo Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=23179Projector Guide2019-01-31T02:34:05Z<p>Thread: /* Projectors As Permanent Repair Templates */ + wiki link to recursion</p>
<hr />
<div>The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]]s to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
==Features==<br />
A Projector block, in both Creative and Survival modes, can perform as follows<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
==Projection Basics==<br />
* only one [[Grid|grid]] is supported (grids behind [[Rotor|rotor]] and [[Piston|piston]] are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
==Welding + Placing==<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
==Projectors As Permanent Repair Templates==<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
'''Warning''' Space Engineers deeply, or more specifically, [[Wikipedia:recursion|recursively]] scans grids when making blueprints. It will also scan the blueprint loaded into a projector, recursively. So if you perform the steps above more than once your blueprint file size is getting larger. Before starting with step 1 above, it's best to clear the blueprints from the projector(s) on the ship. This way you'll only have one series of recursion happening in your blueprint. This will keep the file size optimally small.<br />
<br />
===Bootstrap operation===<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* the blueprint overlaps little to no existing structures you need to keep.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=23178Projector Guide2019-01-31T02:29:05Z<p>Thread: /* Projection Basics */ + links</p>
<hr />
<div>The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]]s to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
==Features==<br />
A Projector block, in both Creative and Survival modes, can perform as follows<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
==Projection Basics==<br />
* only one [[Grid|grid]] is supported (grids behind [[Rotor|rotor]] and [[Piston|piston]] are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
==Welding + Placing==<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
==Projectors As Permanent Repair Templates==<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
'''Warning''' Space Engineers deeply, or more specifically, recursively scans grids when making blueprints. It will also scan the blueprint loaded into a projector, recursively. So if you perform the steps above more than once your blueprint file size is getting larger. Before starting with step 1 above, it's best to clear the blueprints from the projector(s) on the ship. This way you'll only have one series of recursion happening in your blueprint. This will keep the file size optimally small.<br />
<br />
===Bootstrap operation===<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* the blueprint overlaps little to no existing structures you need to keep.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=23177Projector Guide2019-01-30T22:05:32Z<p>Thread: /* Projection Basics */ + piston grids are not a part of the projection</p>
<hr />
<div>The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]]s to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
==Features==<br />
A Projector block, in both Creative and Survival modes, can perform as follows<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
==Projection Basics==<br />
* only one [[Grid|grid]] is supported (grids behind rotor and piston are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
==Welding + Placing==<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
==Projectors As Permanent Repair Templates==<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
'''Warning''' Space Engineers deeply, or more specifically, recursively scans grids when making blueprints. It will also scan the blueprint loaded into a projector, recursively. So if you perform the steps above more than once your blueprint file size is getting larger. Before starting with step 1 above, it's best to clear the blueprints from the projector(s) on the ship. This way you'll only have one series of recursion happening in your blueprint. This will keep the file size optimally small.<br />
<br />
===Bootstrap operation===<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* the blueprint overlaps little to no existing structures you need to keep.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Modding_Guide&diff=23174Modding Guide2019-01-26T20:20:41Z<p>Thread: /* See also */ + se workbench ref</p>
<hr />
<div>'''Modding''' is the process of injecting user-created content into Space Engineers. Currently what is available to be modded is limited, but already clever users have managed to create a wide variety of new content beyond the default vanilla game. With the introduction of the [[Modding API]], a groundwork has been laid to even more customization of the Engineer experience.<br />
<br />
There is currently no one-stop shop for all the information on modding. Information can be found here on the official wiki and [http://forums.keenswh.com/?forum=325599 the official modding section of the forums].<br />
==Tools==<br />
There are many different workflows used by various modders. There is also not a universal workflow that works for everyone. However, the following tools are recommend by most modders and make it much easier to create mods:<br />
* Notepad++ (For XML, SBC, and general text editing)<br />
* Visual Studio (For scripting)<br />
* Blender (For creating 3d models)<br />
* Harag's [http://forum.keenswh.com/threads/se-block-tools-for-blender.7285972/ plugin] for easily configuring blender and exporting 3d models into VRage format.<br />
* Paint.NET (Photoshop also works if you have [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop this] plugin for exporting in the dds format)<br />
<br />
==Overview==<br />
===Mods can alter the game in a variety of ways.=== <br />
* Decorative Blocks alter the look and feel mods alter things like the [[Skybox]], or add decorative blocks like hallways, exposed pipes, showers, beds, etc.<br />
* Functional Blocks can be a combination of new looks and add existing or new functionality such as using a toilet model as a seat or making a cutting tool out of a Thruster.<br />
** Functional blocks can be extended further or used create entirely new types of blocks by adding scripting to a mod that controls how the block is used.<br />
*Non Block mods can alter things other than Blocks or Skyboxes. These could be things like Character Animations, Space Suit variants, Inventory Sorting, or Combat AI for ships. <br />
<br />
''The ease of mod creation is highly dependent on what skills or ability to learn a modder brings with them. ''<br />
===Mods can be classified by complexity: ===<br />
*Texture Mods involve editing or creating new game textures using programs like GIMP, Photoshop, Paint.net. Modifying existing textures, shaders, and stats of existing blocks is the simplest way to create a mod. Such mods can be created by simply copy/pasting the [[SBC Specification|*.sbc]] info from an existing vanilla block, tweaking the values, and dropping the custom textures/shaders and *.sbc file into its own folder.<br />
*Models also involve texturing, but allow you to add 3D rendered models to the game. Creating new blocks with their own look requires the use of 3D modelling and texturing, for which skills are outside of the scope of this guide. Using a 3D suite such as Blender, 3DS Max, or Maya, a modeller can create new objects for use within Space Engineers, which can then be converted for use by the game using the [[MwmBuilder]] utility. <br />
*Scripts have two main types ModAPI and In-game. They are both written in the C# Programming Language. The first is in-effect on the entire game world and can interact with almost any game element. In-game scripts, however, are loaded into a special block called a Programming Block. These scripts can only access the ship grid or station grid they are attached to. They can read data from one block on your ship, for example, and trigger a Rotor to turn a certain amount in a specified direction. Actually changing the way things behave within the game is more complicated and requires the use of coding with C# to create scripts that modify the behavior of custom blocks.<br />
*Plug-ins are a C# program(project) that is compiled as a DLL and is run by the game's .exe file directly. Plug-ins can alter almost anything in the game(as opposed to a game world or ship grid) , far beyond what an In-game or Mod API script can do.<br />
<br />
<br />
Official guides have been written up [http://www.spaceengineersgame.com/modding.html on the Space Engineers website] and [http://steamcommunity.com/sharedfiles/filedetails/?id=315625486 the Steam Guides page]. These will give new modders a feel for how to set up one's environment and what is required to get a mod going, but a lot of footwork is still needed by prospective modders to discover how all the parts work together. Modders can obtain help or information from the [http://forums.keenswh.com/ Keen Software House forums], [https://discordapp.com/invite/eFAWu Keen's partnered Discord channel] as well as player run groups on other sites.<br />
<br />
== Save Files / World Files ==<br />
<br />
Every world you generate is saved in its own folder that can be found in '''C:\Users\{WINDOWS USERNAME}\AppData\Roaming\SpaceEngineers\Saves\{STEAM ID}\'''<br />
<br />
File types:<br />
<br />
* Sandbox.sbc – basic description of a world. For more details, see: [[save file sbc]]<br />
<br />
* SANDBOX_0_0_0_.sbs – detail definition of a world, positions and states of objects For more details see: [[save file sbs]]<br />
<br />
* *.vox – binary voxel data for an asteroid (outdated, current game converts these to vx2 format on initial load)<br />
* *.vx2 - proprietary octree voxel storage format<br />
<br />
* [OBSOLETE] *.xmlcache – don’t modify these files, they are cache files regenerated on each save<br />
<br />
==Mod Files Location==<br />
Each mod has its own folder located in '''%AppData%\SpaceEngineers\Mods\{MOD NAME}'''<br />
<br />
The mod folder has to contain a sub-folder called Data with definition files of added or updated mods. Almost everything can be replaced/updated by the modder (audio, video, textures, models, gui, etc). Mods are restricted to a single world and cannot change anything that exists outside the scope of that world. For example, while you can replace things like GUI Icons for block mods, you can't replace the graphics for the entire UI because it exists outside of a world that would load the mod.<br />
<br />
==Shaders==<br />
Files with *.fx and *.fxh extension are vertex/pixel shaders for various rendering operations and can be found in '''steamapps\common\SpaceEngineers\Content\Effects2\'''.<br />
<br />
Every shader file gets recompiled on game launch. If you modify one, restart the game. If the game crashes on launch, it’s probably due to a compilation error caused by your changes.<br />
<br />
==Textures==<br />
Some textures are in the DirectX *.dds format (DXT5 compression). You will need an editing program that can manipulate them. If you use Adobe Photoshop, we recommend [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop installing this plugin] and using these settings for exporting:<br />
<br />
[[File:6367154.jpg|framed|center|Settings for exporting textures]]<br />
<br />
Textures can be found in: '''steamapps\common\SpaceEngineers\Content\Textures\'''.<br />
There are multiple categories of texture files: GUI, particles, lights, models, voxels, etc.<br />
Model textures with “_ns” in their name contain the "normal map" in the RGB channels and the "specular map" in the ALPHA channel. <br />
Model textures with “_de” in their name contain the "diffuse map" in the RGB channels and "emissive map" in the ALPHA channel.<br />
<br />
The textures which can use the above method are limited primarily to GUI Graphics such as Block or menu icons.<br />
<br />
===With Space Engineers moving from DX9 to DX11 PBR textures, the Method for creating textures has changed.===<br />
<br />
The easiest method is to create PNG or TIFF files for each texture and use the [http://steamcommunity.com/sharedfiles/filedetails/?id=635927143 Texture Packing Tool] to compile them into a .dds texture. <br />
DX11 textures use a different compression type (BC3 to BC7), therefore the plugins for DX9 will not work to open or save textures in this format.<br />
The DX11 textures are:<br />
* “_cm” - Color(albedo) and Metalness map (alpha).<br />
* “_ng” - Normal map and Gloss map (alpha).<br />
* “_add” - Add texture - AO (Red channel), G (emissive) and B channels are not specified yet and Custom Color mask (alpha channel).<br />
* “_alphamask” - alpha map.<br />
<br />
More information can be found [https://steamcommunity.com/sharedfiles/filedetails/?id=395248715 here]. While this link is for Space Engineer's sister title, Medieval Engineers, the games share a common code base and the modding process is nearly the same for both games.<br />
<br />
==3D Models==<br />
MwmBuilder is the utility built by the devs for converting fbx files to mwm models.<br />
<br />
''Note: You may need administrator rights to copy or create files in Program Files folder; you can copy MwmBuilder and dlls into a different folder.''<br />
<br />
MwmBuilder Location:<br />
'''{Steam installations directory}\SteamApps\common\SpaceEngineers\Tools\MwmBuilder.exe'''<br />
<br />
Models are stored in: '''steamapps\common\SpaceEngineersModSDK\OriginalContent\Models\'''<br />
<br />
''Models have been moved to the SpaceEngineers ModSDK.'' For information on obtaining the SDK on Steam check [http://www.spaceengineersgame.com/introducing-space-engineers---modsdk.html here]<br />
<br />
SIMPLE USAGE:<br />
#) Copy FBX models to the same directory as MwmBuilder.exe<br />
#) Create an XML file with the same name as the model. Giraffe.fbx will have Giraffe.xml.<br />
#) Run MwmBuilder.exe<br />
#) You'll find .mwm files in the same folder<br />
<br />
For advanced usage see here: [http://www.spaceengineersgame.com/advanced-3d-models-guide.html ADVANCED 3D MODELS GUIDE]<br />
<br />
Moddable collision models: [http://www.spaceengineersgame.com/moddable-collision-models.html Adding new model with collision geometry].<br />
<br />
==API==<br />
Creating a working script is a difficult process for a single individual to do, and to facilitate easy creation of scripts an API is required to guide a prospective modder in the correct direction. Initially the community did this themselves with the [[Mod:SEModAPI]], but in [[Update 01.048]] Keen released an official API as well. SEModAPI is no longer in development and should no longer be used. This guide and others like it on the official wiki will only discuss how to use the official API.<br />
<br />
There are three planned "levels" of script modding for the official API: <br />
*Plug-ins(DLLs) - will be the most powerful (and most difficult to create). This involves creating a set of custom methods, objects, and interfaces in Visual Studio and compiling the project into a .DLL file. <br />
*ModAPI script mods - will allow access to objects at the world level as opposed to a single ship grid with in-game scripts. This level of script can, for example, add an effect to all blocks of a certain type on all ships regardless of owner. One such early script mod was used to create a teleporter.<br />
*In-game scripts - will provide the quickest form of modification for simple or low-scope scripts. These are loaded via the Programmable Block's Menu. They can be written directly into the the text panel of the block or downloaded from a subscribed script in the workshop by clicking on a button in the same panel.<br />
<br />
<br />
The current implementation of the API includes all three methods. Since these mods can be subscribed to and downloaded within Steam's infrastructure, certain limitations are in place to make sure that malicious mods cannot do irreversible damage (such as deleting files on the hard drive, etc). As such, not every in-game or out-of-game function can be used. See the [[Scripting Whitelist]] page for more information.<br />
<br />
===Plug-in DLL mods===<br />
These can bypass all protections in place in the game for preventing malicious code. That is what makes them so powerful as they can use functions normally restricted. They can do things like changing the GUI menus to add custom screens or add custom functions to blocks which are normally hard coded in the game. They are not available as workshop mods and are manually downloaded and loaded in the game with a specially created shortcut to SpaceEngineers.exe. It is advisable to only use plugins from a trusted programmer, or one that has the plugin source publicly viewable. Some plugins also have their own mods that need to be subscribed and added to a world through the Steam Workshop in addition to manually installing the plugin. Because of the potential for plugins to cause damage to not only the game saves, but to an individual PC, they are not officially supported by KSH.<br />
<br />
==Tutorials/Guides==<br />
<br />
* [[How to Mod Blocks]]<br />
* [[How to Mod the Skybox]]<br />
* [[How to Mod Characters]]<br />
* [[How to Mod Character Animations]]<br />
* [[How to Mod Ore]]<br />
* [[How to Mod Production]]<br />
* [[How to Mod Script]]<br />
* [[How to Mod Respawn Ships]]<br />
* [[How to Mod NPC Cargo Ships]]<br />
* [[How to Mod Exploration]]<br />
* [[How to Mod Scenarios]]<br />
<br />
==See also==<br />
* [https://github.com/gilgame/SEWorkbench SE Workbench] - an [https://forum.keenswh.com/threads/beta-space-engineers-workbench-a-feature-rich-ide-for-space-engineers-program-development.7375609/ independent] scripting [[wikipedia:Integrated development environment|IDE]]<br />
<br />
<br />
<br />
[[Category:Mods]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Modding_Guide&diff=23173Modding Guide2019-01-26T20:17:31Z<p>Thread: /* Tutorials/Guides */ + see also section</p>
<hr />
<div>'''Modding''' is the process of injecting user-created content into Space Engineers. Currently what is available to be modded is limited, but already clever users have managed to create a wide variety of new content beyond the default vanilla game. With the introduction of the [[Modding API]], a groundwork has been laid to even more customization of the Engineer experience.<br />
<br />
There is currently no one-stop shop for all the information on modding. Information can be found here on the official wiki and [http://forums.keenswh.com/?forum=325599 the official modding section of the forums].<br />
==Tools==<br />
There are many different workflows used by various modders. There is also not a universal workflow that works for everyone. However, the following tools are recommend by most modders and make it much easier to create mods:<br />
* Notepad++ (For XML, SBC, and general text editing)<br />
* Visual Studio (For scripting)<br />
* Blender (For creating 3d models)<br />
* Harag's [http://forum.keenswh.com/threads/se-block-tools-for-blender.7285972/ plugin] for easily configuring blender and exporting 3d models into VRage format.<br />
* Paint.NET (Photoshop also works if you have [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop this] plugin for exporting in the dds format)<br />
<br />
==Overview==<br />
===Mods can alter the game in a variety of ways.=== <br />
* Decorative Blocks alter the look and feel mods alter things like the [[Skybox]], or add decorative blocks like hallways, exposed pipes, showers, beds, etc.<br />
* Functional Blocks can be a combination of new looks and add existing or new functionality such as using a toilet model as a seat or making a cutting tool out of a Thruster.<br />
** Functional blocks can be extended further or used create entirely new types of blocks by adding scripting to a mod that controls how the block is used.<br />
*Non Block mods can alter things other than Blocks or Skyboxes. These could be things like Character Animations, Space Suit variants, Inventory Sorting, or Combat AI for ships. <br />
<br />
''The ease of mod creation is highly dependent on what skills or ability to learn a modder brings with them. ''<br />
===Mods can be classified by complexity: ===<br />
*Texture Mods involve editing or creating new game textures using programs like GIMP, Photoshop, Paint.net. Modifying existing textures, shaders, and stats of existing blocks is the simplest way to create a mod. Such mods can be created by simply copy/pasting the [[SBC Specification|*.sbc]] info from an existing vanilla block, tweaking the values, and dropping the custom textures/shaders and *.sbc file into its own folder.<br />
*Models also involve texturing, but allow you to add 3D rendered models to the game. Creating new blocks with their own look requires the use of 3D modelling and texturing, for which skills are outside of the scope of this guide. Using a 3D suite such as Blender, 3DS Max, or Maya, a modeller can create new objects for use within Space Engineers, which can then be converted for use by the game using the [[MwmBuilder]] utility. <br />
*Scripts have two main types ModAPI and In-game. They are both written in the C# Programming Language. The first is in-effect on the entire game world and can interact with almost any game element. In-game scripts, however, are loaded into a special block called a Programming Block. These scripts can only access the ship grid or station grid they are attached to. They can read data from one block on your ship, for example, and trigger a Rotor to turn a certain amount in a specified direction. Actually changing the way things behave within the game is more complicated and requires the use of coding with C# to create scripts that modify the behavior of custom blocks.<br />
*Plug-ins are a C# program(project) that is compiled as a DLL and is run by the game's .exe file directly. Plug-ins can alter almost anything in the game(as opposed to a game world or ship grid) , far beyond what an In-game or Mod API script can do.<br />
<br />
<br />
Official guides have been written up [http://www.spaceengineersgame.com/modding.html on the Space Engineers website] and [http://steamcommunity.com/sharedfiles/filedetails/?id=315625486 the Steam Guides page]. These will give new modders a feel for how to set up one's environment and what is required to get a mod going, but a lot of footwork is still needed by prospective modders to discover how all the parts work together. Modders can obtain help or information from the [http://forums.keenswh.com/ Keen Software House forums], [https://discordapp.com/invite/eFAWu Keen's partnered Discord channel] as well as player run groups on other sites.<br />
<br />
== Save Files / World Files ==<br />
<br />
Every world you generate is saved in its own folder that can be found in '''C:\Users\{WINDOWS USERNAME}\AppData\Roaming\SpaceEngineers\Saves\{STEAM ID}\'''<br />
<br />
File types:<br />
<br />
* Sandbox.sbc – basic description of a world. For more details, see: [[save file sbc]]<br />
<br />
* SANDBOX_0_0_0_.sbs – detail definition of a world, positions and states of objects For more details see: [[save file sbs]]<br />
<br />
* *.vox – binary voxel data for an asteroid (outdated, current game converts these to vx2 format on initial load)<br />
* *.vx2 - proprietary octree voxel storage format<br />
<br />
* [OBSOLETE] *.xmlcache – don’t modify these files, they are cache files regenerated on each save<br />
<br />
==Mod Files Location==<br />
Each mod has its own folder located in '''%AppData%\SpaceEngineers\Mods\{MOD NAME}'''<br />
<br />
The mod folder has to contain a sub-folder called Data with definition files of added or updated mods. Almost everything can be replaced/updated by the modder (audio, video, textures, models, gui, etc). Mods are restricted to a single world and cannot change anything that exists outside the scope of that world. For example, while you can replace things like GUI Icons for block mods, you can't replace the graphics for the entire UI because it exists outside of a world that would load the mod.<br />
<br />
==Shaders==<br />
Files with *.fx and *.fxh extension are vertex/pixel shaders for various rendering operations and can be found in '''steamapps\common\SpaceEngineers\Content\Effects2\'''.<br />
<br />
Every shader file gets recompiled on game launch. If you modify one, restart the game. If the game crashes on launch, it’s probably due to a compilation error caused by your changes.<br />
<br />
==Textures==<br />
Some textures are in the DirectX *.dds format (DXT5 compression). You will need an editing program that can manipulate them. If you use Adobe Photoshop, we recommend [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop installing this plugin] and using these settings for exporting:<br />
<br />
[[File:6367154.jpg|framed|center|Settings for exporting textures]]<br />
<br />
Textures can be found in: '''steamapps\common\SpaceEngineers\Content\Textures\'''.<br />
There are multiple categories of texture files: GUI, particles, lights, models, voxels, etc.<br />
Model textures with “_ns” in their name contain the "normal map" in the RGB channels and the "specular map" in the ALPHA channel. <br />
Model textures with “_de” in their name contain the "diffuse map" in the RGB channels and "emissive map" in the ALPHA channel.<br />
<br />
The textures which can use the above method are limited primarily to GUI Graphics such as Block or menu icons.<br />
<br />
===With Space Engineers moving from DX9 to DX11 PBR textures, the Method for creating textures has changed.===<br />
<br />
The easiest method is to create PNG or TIFF files for each texture and use the [http://steamcommunity.com/sharedfiles/filedetails/?id=635927143 Texture Packing Tool] to compile them into a .dds texture. <br />
DX11 textures use a different compression type (BC3 to BC7), therefore the plugins for DX9 will not work to open or save textures in this format.<br />
The DX11 textures are:<br />
* “_cm” - Color(albedo) and Metalness map (alpha).<br />
* “_ng” - Normal map and Gloss map (alpha).<br />
* “_add” - Add texture - AO (Red channel), G (emissive) and B channels are not specified yet and Custom Color mask (alpha channel).<br />
* “_alphamask” - alpha map.<br />
<br />
More information can be found [https://steamcommunity.com/sharedfiles/filedetails/?id=395248715 here]. While this link is for Space Engineer's sister title, Medieval Engineers, the games share a common code base and the modding process is nearly the same for both games.<br />
<br />
==3D Models==<br />
MwmBuilder is the utility built by the devs for converting fbx files to mwm models.<br />
<br />
''Note: You may need administrator rights to copy or create files in Program Files folder; you can copy MwmBuilder and dlls into a different folder.''<br />
<br />
MwmBuilder Location:<br />
'''{Steam installations directory}\SteamApps\common\SpaceEngineers\Tools\MwmBuilder.exe'''<br />
<br />
Models are stored in: '''steamapps\common\SpaceEngineersModSDK\OriginalContent\Models\'''<br />
<br />
''Models have been moved to the SpaceEngineers ModSDK.'' For information on obtaining the SDK on Steam check [http://www.spaceengineersgame.com/introducing-space-engineers---modsdk.html here]<br />
<br />
SIMPLE USAGE:<br />
#) Copy FBX models to the same directory as MwmBuilder.exe<br />
#) Create an XML file with the same name as the model. Giraffe.fbx will have Giraffe.xml.<br />
#) Run MwmBuilder.exe<br />
#) You'll find .mwm files in the same folder<br />
<br />
For advanced usage see here: [http://www.spaceengineersgame.com/advanced-3d-models-guide.html ADVANCED 3D MODELS GUIDE]<br />
<br />
Moddable collision models: [http://www.spaceengineersgame.com/moddable-collision-models.html Adding new model with collision geometry].<br />
<br />
==API==<br />
Creating a working script is a difficult process for a single individual to do, and to facilitate easy creation of scripts an API is required to guide a prospective modder in the correct direction. Initially the community did this themselves with the [[Mod:SEModAPI]], but in [[Update 01.048]] Keen released an official API as well. SEModAPI is no longer in development and should no longer be used. This guide and others like it on the official wiki will only discuss how to use the official API.<br />
<br />
There are three planned "levels" of script modding for the official API: <br />
*Plug-ins(DLLs) - will be the most powerful (and most difficult to create). This involves creating a set of custom methods, objects, and interfaces in Visual Studio and compiling the project into a .DLL file. <br />
*ModAPI script mods - will allow access to objects at the world level as opposed to a single ship grid with in-game scripts. This level of script can, for example, add an effect to all blocks of a certain type on all ships regardless of owner. One such early script mod was used to create a teleporter.<br />
*In-game scripts - will provide the quickest form of modification for simple or low-scope scripts. These are loaded via the Programmable Block's Menu. They can be written directly into the the text panel of the block or downloaded from a subscribed script in the workshop by clicking on a button in the same panel.<br />
<br />
<br />
The current implementation of the API includes all three methods. Since these mods can be subscribed to and downloaded within Steam's infrastructure, certain limitations are in place to make sure that malicious mods cannot do irreversible damage (such as deleting files on the hard drive, etc). As such, not every in-game or out-of-game function can be used. See the [[Scripting Whitelist]] page for more information.<br />
<br />
===Plug-in DLL mods===<br />
These can bypass all protections in place in the game for preventing malicious code. That is what makes them so powerful as they can use functions normally restricted. They can do things like changing the GUI menus to add custom screens or add custom functions to blocks which are normally hard coded in the game. They are not available as workshop mods and are manually downloaded and loaded in the game with a specially created shortcut to SpaceEngineers.exe. It is advisable to only use plugins from a trusted programmer, or one that has the plugin source publicly viewable. Some plugins also have their own mods that need to be subscribed and added to a world through the Steam Workshop in addition to manually installing the plugin. Because of the potential for plugins to cause damage to not only the game saves, but to an individual PC, they are not officially supported by KSH.<br />
<br />
==Tutorials/Guides==<br />
<br />
* [[How to Mod Blocks]]<br />
* [[How to Mod the Skybox]]<br />
* [[How to Mod Characters]]<br />
* [[How to Mod Character Animations]]<br />
* [[How to Mod Ore]]<br />
* [[How to Mod Production]]<br />
* [[How to Mod Script]]<br />
* [[How to Mod Respawn Ships]]<br />
* [[How to Mod NPC Cargo Ships]]<br />
* [[How to Mod Exploration]]<br />
* [[How to Mod Scenarios]]<br />
<br />
==See also==<br />
<br />
<br />
<br />
<br />
[[Category:Mods]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Scenario_editor&diff=23172Scenario editor2019-01-26T20:15:18Z<p>Thread: + outdated and notice tags</p>
<hr />
<div>{{Outdated}}<br />
==What is the Scenario editor==<br />
{{Notice|The Scenario Editor was replaced by [[Modding Guide|Visual Scripting]]}}<br />
The scenario editor is a tool released by KeenSoftwareHouse in [[Update 01.086]]. It allows players to create maps with predefined goals. When the conditions are met, the player(s) win or lose the match. The editor uses the creative mode to allow for easy creation. The player must first check the scenario editor box when creating a new world for the tools to be enabled. Once a player is finished with their map, saving/exiting will automatically switch the map to survival mode.<br />
===Current features===<br />
<pre>This is a new feature and is still in development. More information will become available as more features are introduced.</pre><br />
====Conditions====<br />
Conditions currently set how the game is won, or lost. Multiple conditions can be setup using the default "U" key in order for the player to lose, or win. Only one needs to be achieved.<br />
<br />
The following is what's currently available to choose from. Please note, these are subject to change at any point.<br />
{| class="wikitable" <br />
|All others lost || Condition is met when all other players are dead, and only one remains.<br />
|-<br />
|Limited Lives || Sets the maximum amount of lives the players have before they lose/win.<br />
|-<br />
|Reach GPS location || When a player enters within a specified radius around the gps location<br />
|-<br />
|Leave game area || If the player moves beyond the defined radius of the gps location, they lose/win<br />
|-<br />
|Someone won || If someone wins the game, the player wins/loses<br />
|-<br />
|Scenario time limit || Sets the maximum amount of time before the game ends<br />
|-<br />
|Block destroyed || Using a single or many block IDs, the player can set if players win or lose when these are destroyed<br />
|-<br />
|Respawn screen time || Sets the maximum amount of time players are allowed to sit in the respawn screen<br />
|}<br />
<br />
====Scenario description====<br />
Players are able to access the scenario description by pressing the (default: U) key. The description is pulled from the workshops description section of the scenario.<br />
<br />
==Create your own scenario==<br />
Video instructions provided by '''KeenSoftwareHouse'''<br />
{|<br />
|{{#ev:youtube|UfmC5wvu90g?t=204}}<br />
|{{#ev:youtube|ConILbqfapI?t=48}}<br />
|{{#ev:youtube|oVa5IGvEu84}}<br />
|}<br />
==Example Worlds==<br />
*[http://steamcommunity.com/sharedfiles/filedetails/?id=459395219 "Space Race" Scenario example map]<br />
*[http://steamcommunity.com/sharedfiles/filedetails/?id=463898823 Fighter free-for-all example map]<br />
*[http://steamcommunity.com/sharedfiles/filedetails/?id=463937378 Guide for making performance-friendly maps]<br />
<br />
[[Category:Space Engineers]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=23170Projector Guide2019-01-25T14:02:50Z<p>Thread: /* Projection */ + link</p>
<hr />
<div>The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]]s to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
==Features==<br />
A Projector block, in both Creative and Survival modes, can perform as follows<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
==Projection Basics==<br />
* only one [[Grid|grid]] is supported (grids behind rotor are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
==Welding + Placing==<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
==Projectors As Permanent Repair Templates==<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
'''Warning''' Space Engineers deeply, or more specifically, recursively scans grids when making blueprints. It will also scan the blueprint loaded into a projector, recursively. So if you perform the steps above more than once your blueprint file size is getting larger. Before starting with step 1 above, it's best to clear the blueprints from the projector(s) on the ship. This way you'll only have one series of recursion happening in your blueprint. This will keep the file size optimally small.<br />
<br />
===Bootstrap operation===<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* the blueprint overlaps little to no existing structures you need to keep.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=23169Projector Guide2019-01-23T12:08:22Z<p>Thread: /* Bootstrap operation */ ~ clarify overlap of existing blocks: if the repair projector is on the interior, overlap is required</p>
<hr />
<div>The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]]s to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
==Features==<br />
A Projector block, in both Creative and Survival modes, can perform as follows<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
==Projection==<br />
* only one grid is supported (grids behind rotor are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
==Welding + Placing==<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
==Projectors As Permanent Repair Templates==<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
'''Warning''' Space Engineers deeply, or more specifically, recursively scans grids when making blueprints. It will also scan the blueprint loaded into a projector, recursively. So if you perform the steps above more than once your blueprint file size is getting larger. Before starting with step 1 above, it's best to clear the blueprints from the projector(s) on the ship. This way you'll only have one series of recursion happening in your blueprint. This will keep the file size optimally small.<br />
<br />
===Bootstrap operation===<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* the blueprint overlaps little to no existing structures you need to keep.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=23163Projector Guide2019-01-16T22:11:35Z<p>Thread: ~ section formatting</p>
<hr />
<div>The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]]s to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
==Features==<br />
A Projector block, in both Creative and Survival modes, can perform as follows<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
==Projection==<br />
* only one grid is supported (grids behind rotor are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
==Welding + Placing==<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
==Projectors As Permanent Repair Templates==<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
'''Warning''' Space Engineers deeply, or more specifically, recursively scans grids when making blueprints. It will also scan the blueprint loaded into a projector, recursively. So if you perform the steps above more than once your blueprint file size is getting larger. Before starting with step 1 above, it's best to clear the blueprints from the projector(s) on the ship. This way you'll only have one series of recursion happening in your blueprint. This will keep the file size optimally small.<br />
<br />
===Bootstrap operation===<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* no part of the blueprint overlaps any existing structures you don't want to destroy.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=23161Projector Guide2019-01-16T11:53:28Z<p>Thread: /* Projectors As Permanent Repair Templates */ + warning on recursion</p>
<hr />
<div>===Introduction===<br />
The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]] to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
===Projector block, blueprints in survival mode===<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
===Projection===<br />
* only one grid is supported (grids behind rotor are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
===Welding + Placing===<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
===Projectors As Permanent Repair Templates===<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
'''Warning''' Space Engineers deeply, or more specifically, recursively scans grids when making blueprints. It will also scan the blueprint loaded into a projector, recursively. So if you perform the steps above more than once your blueprint file size is getting larger. Before starting with step 1 above, it's best to clear the blueprints from the projector(s) on the ship. This way you'll only have one series of recursion happening in your blueprint. This will keep the file size optimally small.<br />
<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* no part of the blueprint overlaps any existing structures you don't want to destroy.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Programming_Guide&diff=23140Programming Guide2018-11-26T01:39:35Z<p>Thread: /* Same block class for different SubTypeID */ ~ formatting</p>
<hr />
<div>Programming in Space Engineers is done with the [[Programmable Block]] which can be given scripts written in C# (pronounced C Sharp). This can be used to make autonomous mining drones, long-range player-killing torpedoes, automated welding arms for ship construction and much more.<br />
<br />
== Introduction ==<br />
=== Editor access ===<br />
Only one player can edit the same script at time. If someone else has an editor for the current block open and someone else tries to open that block's editor, a notification will be shown that the editor is already open.<br />
<br />
=== Main method ===<br />
When the editor is opened for first time, void Main() method is present inside the code editor.<br />
This is entry point that will be called when executing script. If Main method is removed / renamed, the script will not run and you will be notified in the programmable block details area. <br />
Custom methods/variables can be defined and used, but only the Main method will be called without reference.<br />
<br />
=== Variable lifetime and scoping ===<br />
There are two types of variables for scripting:<br />
;Local (inside the methods) : these variables will keep their value only during execution of a method. Value will be “lost” when the method ends.<br />
;Global (outside the methods) : these variables will keep their values during the lifetime of script. For example, if the variable needs to keep its value between separate runs of the script, it needs to be defined outside the methods.<br />
<br />
After pressing “Remember & Exit” or “Remember” buttons, the previous script will be overwritten and all Global variables will be lost.<br />
<br />
All variables, local and global except for the built-in Storage variable will lose their value or return to their default value when recompiling the code and between saved game loads.<br />
The Storage variable is unique in that it will store the data as a string for use between saved sessions and recompile.<br />
<br />
=== Compiling ===<br />
When the “Check code” button is pressed, the code will be compiled and the result of the compilation will be shown.<br />
There are two steps of the compilation process:<br />
First the code inside editor is compiled by c# compiler for language errors.<br />
If there are any errors during compilation the following dialog is shown:<br />
It this case “aaa” string is placed before Main method. This is the wrong language construction and the compilation failed.<br />
In the error dialog the Line number error and description of the error is shown.<br />
<br />
After compilation, the code is checked for usage of disallowed namespaces and types. In case that check fails,<br />
the following dialog is shown:<br />
In this case System.IO.Directory was used to delete some directory. This is forbidden and error is shown that “Not allowed type was used in script”.<br />
<br />
If compilation and checks pass, a dialog is shown, confirming the checks passed, and the code is saved.<br />
<br />
=== Script execution ===<br />
Script can be triggered by the following means:<br />
<br />
1. By pressing "Run" button in terminal properties of programmable block.<br />
<br />
2. By assigning terminal action and manually pressing the action button (1-9) while controlling the grid using cockpit, control station or remote control.<br />
<br />
3. By pressing button on a button panel with assigned action "Run".<br />
<br />
4. By a timer with assigned action "Run".<br />
<br />
5. By another script in another programmable block in the same grid.<br />
<br />
6. By antenna with assigned programmable block, when recieved message from another antenna. (see [[Antenna#Programming]])<br />
<br />
7. By the script itself, by assigning a value to Runtime.UpdateFrequency variable. In this case, '''no argument can be specified''', however, you can use the following Main method signature: void Main(string argument, UpdateType updateSource) to gain acces to the information about what exactly triggered the script and so make the script "know" if it was triggered by Update1, Update10, Update100 events or manually or whatever event was the reason of trigger execution.<br />
<br />
Script is executed only on server even if it’s triggered from client. If there is any exception during script execution, all clients will be notified in programmable block details area about failure.<br />
In case of exception during script execution, script will not run again unless User opens editor and change script.<br />
<br />
=== Counting of instructions ===<br />
Every time script is executed, every instruction of script is counted. If script executes more instruction than limit, execution is stopped and user is notified that script is too complex for execution. This prevents scripts to “freeze” game.<br />
<br />
=== Whitelist ===<br />
The types and classes allowed in scripts are restricted. Refer to the [[Scripting Whitelist]] to see what you are allowed to use.<br />
<br />
== Available interfaces ==<br />
<br />
=== Possible Actions ===<br />
Currently only terminal actions can be triggered inside scripts. User can access terminal system for grid on which programmable block is located and trigger any terminal action on any block at grid.<br />
:* [[Programming_Guide/API_List|API List]]<br />
<br />
=== Block Classes (Action List) ===<br />
:* [[Programming_Guide/Action_List|Block Action List]]<br />
<br />
=== Same block class for different SubTypeID ===<br />
Some blocks have the same parent (e.g. <TypeId> in cubeblocks.sbc) and differs only by subtype (e.g. <SubtypeId>). This means there is no distinction between these blocks in code.<br />
<br />
Example of these blocks is the Cargo Container: there are 3 types of cargo containers in the game: small, medium and large. These three types differ only by the Subtype and Type is the same for them e.g. large cargo container id is:<br />
<br />
<Id><br />
<TypeId>CargoContainer</TypeId><br />
<SubtypeId>LargeBlockLargeContainer</SubtypeId><br />
</Id><br />
<br />
Medium is:<br />
<br />
<Id><br />
<TypeId>CargoContainer</TypeId><br />
<SubtypeId>SmallBlockMediumContainer</SubtypeId><br />
</Id><br />
<br />
And small is:<br />
<br />
<Id><br />
<TypeId>CargoContainer</TypeId><br />
<SubtypeId>LargeBlockSmallContainer</SubtypeId><br />
</Id><br />
<br />
In this case there is only one class IMyCargoContainer for all types of cargo containers.<br />
<br />
== Example programs ==<br />
<br />
=== Hello world ===<br />
The standard Hello World program in Space Engineers can be written as such:<br />
<br />
public void Main()<br />
{<br />
Echo ("Hello, world!");<br />
}<br />
<br />
If this program is entered into a programmable block and run, it will result in "Hello, world!" being displayed in the programmable block's interface on the lower right hand side of the screen.<br />
<br />
=== Getting your position ===<br />
This program will show the current GPS coordinates of your programming block's position in the world.<br />
<br />
public void Main()<br />
{<br />
var pos = Me.GetPosition();<br />
Echo (pos.ToString());<br />
}<br />
<br />
<br />
=== Checking a sensor ===<br />
It's easy to get a sensor to open a door or trigger some other action even without any programming if you just place that action in the sensor's "Setup actions" list. However, triggering an action when a sensor does ''not'' detect something is more difficult, and cannot be done with timer blocks. This program will automatically check a sensor every 10 ticks (working out to about 6 times per second) and close a door if the sensor does not detect anything. This can easily be applied to other purposes, like turning off drills when asteroids are not in sensor range.<br />
<br />
List<MyDetectedEntityInfo> entity_list = new List<MyDetectedEntityInfo>(); <br />
public Program()<br />
{<br />
Runtime.UpdateFrequency = UpdateFrequency.Update10;<br />
//This makes the program automatically run every 10 ticks.<br />
}<br />
public void Main()<br />
{<br />
var door_sensor = GridTerminalSystem.GetBlockWithName("Door Sensor 1") as IMySensorBlock;<br />
door_sensor.DetectedEntities (entity_list);<br />
if (entity_list.Count == 0)<br />
{<br />
var door = GridTerminalSystem.GetBlockWithName("Door 1") as IMyDoor;<br />
door.ApplyAction ("Open_Off");<br />
}<br />
}<br />
<br />
For this script to work, the sensor must be named "Door Sensor 1" and the door must be named "Door 1". If you configure the sensor to open the door, the door will automatically open when the player enters the sensor range and close when the player leaves the sensor range.<br />
<br />
== Compilation errors ==<br />
This is a list (in progress) of known compilation errors and what causes them.<br />
<br />
* Method name expected: The compiler found parentheses when it wasn't expecting them. You could be missing a method name before the parentheses, or you might be inappropriately using parentheses instead of square or curly brackets, depending on what you're trying to do.<br />
<br />
== See also ==<br />
* [[API:Sandbox.ModAPI.Ingame.MyGridTerminalSystem|MyGridTerminalSystem]] - Methods for getting object references to your various ship components.<br />
* [[Programming Guide/Action List]] - Actions you can apply to objects via the Object.ApplyAction method. Also includes some of the object properties. Data appears incomplete as of March 19th, 2018.<br />
<br />
== External links ==<br />
* [https://forums.keenswh.com/threads/guide-programmable-block-c-101-for-space-engineers.7225150/ <nowiki>[Guide]</nowiki> Programmable Block - C# 101 For Space Engineers] - Basic intro to C# programming for Space Engineers.<br />
* [https://forum.keenswh.com/threads/guide-programmable-block-c-102-for-space-engineers-loops-strings-and-other-things.7229828/ <nowiki>[Guide]</nowiki> Programmable Block - C# 102 for Space Engineers: Loops, Strings, and Other Things] - Basic intro to using loops and strings in C#<br />
* [https://forum.keenswh.com/threads/guide-programmable-block-c-103-for-space-engineers-math-class.7231429/ <nowiki>[Guide]</nowiki> Programmable Block - C# 103 for Space Engineers - Math Class] - Basic intro to using the Math library in C#<br />
* [https://forums.keenswh.com/threads/programmable-block-inter-grid-communication-guide.7392031/ Programmable Block Inter-Grid Communication Guide] - Using antennas to enable programming blocks to remotely communicate with each other.<br />
* [https://github.com/malware-dev/MDK-SE/wiki/Continuous-Running-No-Timers-Needed Continuous Running No Timers Needed] - Configuring programming blocks to run automatically without needing to use a timer.<br />
* [https://forum.keenswh.com/threads/tutorial-constructor-and-save.7382338/ Tutorial: Constructor And Save] - Saving and reloading data<br />
* [https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/operators/ C# Operators] - C# language reference for all operators, such as and, or, greater than, less than, etc.<br />
* [https://fresc81.github.io/SpaceEngineers/index.html Space Engineers API documentation]<br />
* [https://bloc97.github.io/SpaceEngineersModAPIDocs/html/b2d609dc-672a-3d90-cdc0-3753ce60d06f.htm Space Engineers ModAPI Documentation] - Includes many API methods and properties which can be used by Programmable Blocks.<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Assembler&diff=23119Assembler2018-10-30T18:56:45Z<p>Thread: /* Configuration */ ~ link fix</p>
<hr />
<div>{{itembox<br />
| item = Assembler<br />
| description = Constructs components for building large and small ship blocks.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = no<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 80<br />
| lpowerconsumption = 0.56<br />
| lpowerstandby = 0.001<br />
| lairtightness = yes<br />
| lresourcesinkgroup = Factory<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 80<br />
| lcomponent3 = Display<br />
| lcomponent3amt = 4<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 8<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 2<br />
| lstoragecapacity = (only ingots; component) 4000<br />
<br />
| version = 01.022.013<br />
}}<br />
== Overview ==<br />
The Assembler's function is to fabricate [[Components]] and [[Tools]], using refined [[ingot]]s. It can also be switched to a disassemble mode, where it will destroy components to reclaim the ingots used. The Assembler is one of the most important blocks in Space Engineers. Alongside the [[Refinery]] and the [[Medical Room]] (and, arguably, a [[Reactor]] to power them), it is one of the essential parts of a successful [[Survival Mode]] game. <br />
<br />
== Configuration ==<br />
The Control Panel allows you to configure the operation settings of an Assembler.<br />
{| class="wikitable" ; style="width: 60%<br />
!colspan="2" style="font-size:16px;"| [[Terminal#Control_Panel|Control Panel Menu]]<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the assembler to automatically draw items from other inventories connected to it<br />
|}<br />
<br />
== Usage ==<br />
<br />
Before telling the assembler to make anything, you first need to ensure that the required materials are available. The items required can be supplied to the assembler in two main ways; you can either place them into it manually, or you can connect it to another block which contains the required materials (a refinery, for example) using the [[Conveyor]] system and it will automatically pull through the materials as required.<br />
=== Quick Guide ===<br />
Giving instructions to the assembler is done via the "Production" tab of the Control Panel. When in the Production view, there are 6 main areas to look at: the assembler select, component selection, cost display, mode buttons, build queue and component inventory. <br />
[[File:Assembler02.jpg|none|thumb|300px|Assembler Menu]]<br />
<br />
==== Assembler Select ====<br />
This is the drop-down box in the very top-left of the Production panel. This box lists all of the assemblers attached to the ship/station you are interacting with; if the ship/station has multiple assemblers, this is where you would switch between them to give each of them different orders. [[File:Assembler03.jpg|none|frame]]<br />
<br />
==== Blueprint Select ====<br />
This is the area below the assembler select, where you will see icons for various components that can be built. There are also 4 buttons at the top of this area, which switch between showing large ship blocks, small ship blocks, tools and components, respectively. If you click one of the components or tools, they will be added to the build queue. If you click one of the ship blocks, the components required to build that block will be added to the build queue. [[File:Assembler04.jpg|none|thumb|100px]]<br />
<br />
==== Store Materials ====<br />
This is the large area in the centre of the panel, otherwise known as where the cost of materials is displayed. This will show the amount of ingots required for the current build queue, or for 1 of anything you mouse over. If there are not enough ingots in the assembler, the number will appear in red.<br />
;Note<br />
:*The assembler only counts items that are currently in the assembler inventory; if you have the assembler connected to another block with conveyors, it will not count any materials outside of its own inventory. Items that show in red are materials required that are not in the assembler itself, but if connected to a conveyor network, it will pull the required amount once production begins.<br />
[[File:Assembler06.jpg|none|thumb|100px]]<br />
<br />
==== Assembler Modes ====<br />
[[File:Assembler07.jpg|none|frame]]<br />
;Assembling : Selecting this option allows for the creation of components and tools<br />
;Disassembling : When selected, it will disassemble components that are inside its inventory back to the ingots that were used to make it (Example: Steel plate = 22 iron ingots).<br />
;Note<br />
:*In disassemble mode, the component selection menu will be disabled.<br />
<br />
==== Production Queue ====<br />
This is the area just below the mode buttons. In this area, the items that the assembler has been ordered to (dis)assemble will be shown. They are processed from left-to-right, top-to-bottom. There is also another button on the top-right of this area; this button toggles repeat mode. When in repeat mode, 2 looping arrows appear in this button to show that it is turned on, and the assembler will do one of two things:<br />
:#If in assemble mode, it will repeat the current build queue, looping back to the start upon completing it.<br />
:#If in disassemble mode, it will automatically disassemble any and all components placed in its inventory.<br />
[[File:Assembler08.jpg|none|thumb|200px]]<br />
<br />
==== Component Inventory ====<br />
This will display any components that are in the assembler's inventory. If it is in disassemble mode, you can click on the items here to add them to the build queue to be disassembled. As the Assembler gains more items, the inventory will increse no matter how much ingots/other items you have in it, similar to the player inventory.<br />
[[File:Assembler09.jpg|none|thumb|200px|Assembler Menu]]<br />
<br />
==== Cooperative Mode ====<br />
Each assembler has an option to run in "Cooperative Mode", both on the Assembler's "Control Panel" page and the "Production" tab. When setup properly, this allows assemblers to share workload, in "Assembly" mode.<br />
<br />
To setup a group of Assemblers to operate cooperatively, they must first be attached to each other via their conveyor ports. Once the group is built, one assembler in the group must be designated as the master, and all others in the group should have their "Cooperative Mode" selector enabled.<br />
<br />
Once this setup is complete, you can begin building components cooperatively by adding the desired components to the Build Queue of the master Assembler (the one without "Cooperative Mode" selected). The slave Assemblers will see these items and add a few of them to their queues, while removing that number of items from the master's queue.<br />
<br />
=== Upgrade Modules ===<br />
<br />
''Information is current for v1.089''<br />
<br />
There are two types of upgrade module for Assemblers:<br />
<br />
* Power Efficiency modules decrease the Assembler's power consumption.<br />
* Productivity modules increase the speed at which components are produced.<br />
<br />
An Assembler starts with '100%' in all categories. When you add modules, the Assembler's Control Panel will show the adjusted percentages.<br />
<br />
The Assembler block itself has eight attachment points for modules. Each module can occupy up to two attachment points. An important thing to note is that the two side large conveyor ports on the assembler (adjacent to the single upgrade module on that face) also serve as an attachment point for upgrade modules, giving a total of 8 attachment points with the obvious 6.<br />
<br />
Productivity modules add 50% to the Productivity stat for each attachment point occupied, giving a maximum of 400% achievable with 4 modules filling all points (two of the points are not adjacent and will require separate modules). This yields 4 times the production speed for the standard Assembler, but new types of factory added to the game later may behave differently. Productivity gains are added to the 'assembly speed' of the factory at a rate of 0.5 per attachment point, so the actual speed can be calculated as:<br />
<br />
p = number of Productivity attachment points (0 to 6)<br />
Productivity shown in control panel = 100% + (p*50%)<br />
base speed = b<br />
actual production speed = b + (p/2)<br />
<br />
The Assembler's base speed of 1 means that the displayed productivity is accurate.<br />
<br />
== Media ==<br />
[[File:Assembler01.jpg|none|thumb|340px|Assembler]]<br />
<br />
== Tips ==<br />
<br />
== Known Issues ==<br />
<br />
== Related Items ==<br />
*[[Productivity Upgrade Module]]<br />
*[[Power Efficiency Upgrade Module]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Assembler|Assembler]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.057|Update 01.057.005]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash with assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.057]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when finishing assembler in survival<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.055]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed dedicated server assembler issues<br />
*Fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode<br />
*Fixed cannot change assembler ownership on cargo ships<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054|Update 01.054.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed the assembler issues in multiplayer that were caused after the latest update<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler co-operate mod unchecking itself in multiplayer<br />
*Fixed unfinished assemblers unmarked in production menu<br />
*Fixed master assembler pulling small amounts of material<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052|Update 01.052.023]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler cooperation (Co-op mode) introduced<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048|Update 01.048.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when assembler blueprints were missing<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed cannot stack items in production queue<br />
*Fixed assembler inventory output filling up input inventory<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045|Update 01.045.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler block not added when blueprints in queue were missing<br />
*Fixed blank assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Improved rendering performance of assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.043|Update 01.043.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.042|Update 01.042.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sound issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.039|Update 01.039.011]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031|Update 01.031.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash during drag-and-drop in production screen<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sounds<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.025]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*The assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.022]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*More detailed production screen in assembler<br />
*All components and blocks which you don't have ingots for are now shown in red<br />
*Players can see the amount of required ingots to create a component or a tool<br />
*"Disassemble all" button that allows you to easily convert all components inside the assembler back into ingots<br />
*New queue shortcuts: ctrl+click (add 10), shift+click (add 100)<br />
*Fixed unit display in assembler<br />
*Fixed production screen which does not react to name changes Update 01.025<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021|Update 01.021.029]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in production queue<br />
*Fixed crash in drag-and-drop<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Balanced materials required for assembling components<br />
*Added (Idle, processing) sounds<br />
*New assembler screen<br />
*Assembler can be switched to disassembling mode<br />
*New assembler production queue hotkeys <br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New sounds added<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.013.008]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler became a functional block.<br />
|}<br />
<br />
</div><br />
[[Category:Production Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Terminal&diff=23118Terminal2018-10-30T18:50:03Z<p>Thread: /* Control Panel */ ~ clarification</p>
<hr />
<div>{{stub}}<br />
[[File:Jump Drive Jumpdrive02.jpg|thumb|right|500px|The Terminal Screen.]]<br />
<br />
The Terminal is a core interface for any ship or station providing access to the ships systems and information about those systems. It's default key-binding is '''K'''. Access to a [[Grid|grid]]'s terminal system is provided through use of [[Control Panel]]s, or [[Conveyor Port]]s, or Remote Access via an [[Antenna]]. Control Panels are very common with terminating blocks ([[Door]]s, [[Cargo Container]]s, etc) and if one is unavailable or simply inconvenient, it's possible to place a [[Control Panel]] block purely to provide easy direct terminal access.<br />
<br />
__TOC__<br />
<br />
==Terminal Tabs==<br />
===Inventory===<br />
Allows the player to interact with the Conveyor System and examine connected inventories, moving items (components, materials, ores) from different block inventories manually. <br />
===Control Panel===<br />
Allows the player to interact with a variety of block specific functions, such as set the field size of a [[Gravity Generator]] or manually enable or disable certain blocks. This screen also allows the player to set and transfer [[ownership]] of blocks to different factions or set amount of access other factions have to blocks owned. While most blocks present configurable options here, a few do not, such as Conveyor conduits.<br />
<br />
===Production===<br />
This a [[Assembler]] specific tab, allowing the player control and access of its operations in assembling or disassembling components. Each individual assembler can be accessed via a drop down menu.<br />
===Info===<br />
Provides an overview of grid information (such as mass, number of non-armor blocks and general statistics) for the specific grid it's accessing. Along with toggling certain display modes such as showing antenna range or gravity generator range. In addition, it also allows the ship to be named (as seen on the Terminals Access Screen) and convert [[station]]s to [[large ship]]s.<br />
===Factions===<br />
Provides faction information and is the primary interface in organizing them. A variety of actions can be done here, from forming new factions to declaring war on other rival ones. See [[Factions]] for more information.<br />
===Communication===<br />
Primary used to chat to other players and factions. It can be used to publicly announce something or privately talk to another player or broadcast to your faction.<br />
===GPS===<br />
GPS is the primary method players can mark locations in the game, without using [[Beacon]]s or [[Antenna]]s which previously served this purpose. Players can directly input a custom location and mark on their [[HUD]] or automatically have one placed on their current position. Once placed the player will be able to at a glance see their current distance from that point. These points are very useful for navigation around space but also used in a variety of blocks such as [[Remote Control]] and [[Jump drive]]s.<br />
<br />
==See Also==<br />
*[[Grid]]<br />
*[[Control Panel]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Assembler&diff=23117Assembler2018-10-30T16:07:02Z<p>Thread: /* Configuration */ ~ link fix</p>
<hr />
<div>{{itembox<br />
| item = Assembler<br />
| description = Constructs components for building large and small ship blocks.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = no<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 80<br />
| lpowerconsumption = 0.56<br />
| lpowerstandby = 0.001<br />
| lairtightness = yes<br />
| lresourcesinkgroup = Factory<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 80<br />
| lcomponent3 = Display<br />
| lcomponent3amt = 4<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 8<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 2<br />
| lstoragecapacity = (only ingots; component) 4000<br />
<br />
| version = 01.022.013<br />
}}<br />
== Overview ==<br />
The Assembler's function is to fabricate [[Components]] and [[Tools]], using refined [[ingot]]s. It can also be switched to a disassemble mode, where it will destroy components to reclaim the ingots used. The Assembler is one of the most important blocks in Space Engineers. Alongside the [[Refinery]] and the [[Medical Room]] (and, arguably, a [[Reactor]] to power them), it is one of the essential parts of a successful [[Survival Mode]] game. <br />
<br />
== Configuration ==<br />
The Control Panel allows you to configure the operation settings of an Assembler.<br />
{| class="wikitable" ; style="width: 60%<br />
!colspan="2" style="font-size:16px;"| [[Control Panel|Control Panel Menu]]<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the assembler to automatically draw items from other inventories connected to it<br />
|}<br />
<br />
== Usage ==<br />
<br />
Before telling the assembler to make anything, you first need to ensure that the required materials are available. The items required can be supplied to the assembler in two main ways; you can either place them into it manually, or you can connect it to another block which contains the required materials (a refinery, for example) using the [[Conveyor]] system and it will automatically pull through the materials as required.<br />
=== Quick Guide ===<br />
Giving instructions to the assembler is done via the "Production" tab of the Control Panel. When in the Production view, there are 6 main areas to look at: the assembler select, component selection, cost display, mode buttons, build queue and component inventory. <br />
[[File:Assembler02.jpg|none|thumb|300px|Assembler Menu]]<br />
<br />
==== Assembler Select ====<br />
This is the drop-down box in the very top-left of the Production panel. This box lists all of the assemblers attached to the ship/station you are interacting with; if the ship/station has multiple assemblers, this is where you would switch between them to give each of them different orders. [[File:Assembler03.jpg|none|frame]]<br />
<br />
==== Blueprint Select ====<br />
This is the area below the assembler select, where you will see icons for various components that can be built. There are also 4 buttons at the top of this area, which switch between showing large ship blocks, small ship blocks, tools and components, respectively. If you click one of the components or tools, they will be added to the build queue. If you click one of the ship blocks, the components required to build that block will be added to the build queue. [[File:Assembler04.jpg|none|thumb|100px]]<br />
<br />
==== Store Materials ====<br />
This is the large area in the centre of the panel, otherwise known as where the cost of materials is displayed. This will show the amount of ingots required for the current build queue, or for 1 of anything you mouse over. If there are not enough ingots in the assembler, the number will appear in red.<br />
;Note<br />
:*The assembler only counts items that are currently in the assembler inventory; if you have the assembler connected to another block with conveyors, it will not count any materials outside of its own inventory. Items that show in red are materials required that are not in the assembler itself, but if connected to a conveyor network, it will pull the required amount once production begins.<br />
[[File:Assembler06.jpg|none|thumb|100px]]<br />
<br />
==== Assembler Modes ====<br />
[[File:Assembler07.jpg|none|frame]]<br />
;Assembling : Selecting this option allows for the creation of components and tools<br />
;Disassembling : When selected, it will disassemble components that are inside its inventory back to the ingots that were used to make it (Example: Steel plate = 22 iron ingots).<br />
;Note<br />
:*In disassemble mode, the component selection menu will be disabled.<br />
<br />
==== Production Queue ====<br />
This is the area just below the mode buttons. In this area, the items that the assembler has been ordered to (dis)assemble will be shown. They are processed from left-to-right, top-to-bottom. There is also another button on the top-right of this area; this button toggles repeat mode. When in repeat mode, 2 looping arrows appear in this button to show that it is turned on, and the assembler will do one of two things:<br />
:#If in assemble mode, it will repeat the current build queue, looping back to the start upon completing it.<br />
:#If in disassemble mode, it will automatically disassemble any and all components placed in its inventory.<br />
[[File:Assembler08.jpg|none|thumb|200px]]<br />
<br />
==== Component Inventory ====<br />
This will display any components that are in the assembler's inventory. If it is in disassemble mode, you can click on the items here to add them to the build queue to be disassembled. As the Assembler gains more items, the inventory will increse no matter how much ingots/other items you have in it, similar to the player inventory.<br />
[[File:Assembler09.jpg|none|thumb|200px|Assembler Menu]]<br />
<br />
==== Cooperative Mode ====<br />
Each assembler has an option to run in "Cooperative Mode", both on the Assembler's "Control Panel" page and the "Production" tab. When setup properly, this allows assemblers to share workload, in "Assembly" mode.<br />
<br />
To setup a group of Assemblers to operate cooperatively, they must first be attached to each other via their conveyor ports. Once the group is built, one assembler in the group must be designated as the master, and all others in the group should have their "Cooperative Mode" selector enabled.<br />
<br />
Once this setup is complete, you can begin building components cooperatively by adding the desired components to the Build Queue of the master Assembler (the one without "Cooperative Mode" selected). The slave Assemblers will see these items and add a few of them to their queues, while removing that number of items from the master's queue.<br />
<br />
=== Upgrade Modules ===<br />
<br />
''Information is current for v1.089''<br />
<br />
There are two types of upgrade module for Assemblers:<br />
<br />
* Power Efficiency modules decrease the Assembler's power consumption.<br />
* Productivity modules increase the speed at which components are produced.<br />
<br />
An Assembler starts with '100%' in all categories. When you add modules, the Assembler's Control Panel will show the adjusted percentages.<br />
<br />
The Assembler block itself has eight attachment points for modules. Each module can occupy up to two attachment points. An important thing to note is that the two side large conveyor ports on the assembler (adjacent to the single upgrade module on that face) also serve as an attachment point for upgrade modules, giving a total of 8 attachment points with the obvious 6.<br />
<br />
Productivity modules add 50% to the Productivity stat for each attachment point occupied, giving a maximum of 400% achievable with 4 modules filling all points (two of the points are not adjacent and will require separate modules). This yields 4 times the production speed for the standard Assembler, but new types of factory added to the game later may behave differently. Productivity gains are added to the 'assembly speed' of the factory at a rate of 0.5 per attachment point, so the actual speed can be calculated as:<br />
<br />
p = number of Productivity attachment points (0 to 6)<br />
Productivity shown in control panel = 100% + (p*50%)<br />
base speed = b<br />
actual production speed = b + (p/2)<br />
<br />
The Assembler's base speed of 1 means that the displayed productivity is accurate.<br />
<br />
== Media ==<br />
[[File:Assembler01.jpg|none|thumb|340px|Assembler]]<br />
<br />
== Tips ==<br />
<br />
== Known Issues ==<br />
<br />
== Related Items ==<br />
*[[Productivity Upgrade Module]]<br />
*[[Power Efficiency Upgrade Module]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Assembler|Assembler]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.057|Update 01.057.005]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash with assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.057]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when finishing assembler in survival<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.055]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed dedicated server assembler issues<br />
*Fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode<br />
*Fixed cannot change assembler ownership on cargo ships<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054|Update 01.054.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed the assembler issues in multiplayer that were caused after the latest update<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler co-operate mod unchecking itself in multiplayer<br />
*Fixed unfinished assemblers unmarked in production menu<br />
*Fixed master assembler pulling small amounts of material<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052|Update 01.052.023]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler cooperation (Co-op mode) introduced<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048|Update 01.048.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when assembler blueprints were missing<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed cannot stack items in production queue<br />
*Fixed assembler inventory output filling up input inventory<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045|Update 01.045.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler block not added when blueprints in queue were missing<br />
*Fixed blank assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Improved rendering performance of assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.043|Update 01.043.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.042|Update 01.042.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sound issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.039|Update 01.039.011]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031|Update 01.031.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash during drag-and-drop in production screen<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sounds<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.025]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*The assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.022]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*More detailed production screen in assembler<br />
*All components and blocks which you don't have ingots for are now shown in red<br />
*Players can see the amount of required ingots to create a component or a tool<br />
*"Disassemble all" button that allows you to easily convert all components inside the assembler back into ingots<br />
*New queue shortcuts: ctrl+click (add 10), shift+click (add 100)<br />
*Fixed unit display in assembler<br />
*Fixed production screen which does not react to name changes Update 01.025<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021|Update 01.021.029]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in production queue<br />
*Fixed crash in drag-and-drop<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Balanced materials required for assembling components<br />
*Added (Idle, processing) sounds<br />
*New assembler screen<br />
*Assembler can be switched to disassembling mode<br />
*New assembler production queue hotkeys <br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New sounds added<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.013.008]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler became a functional block.<br />
|}<br />
<br />
</div><br />
[[Category:Production Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Terminal&diff=23116Terminal2018-10-30T15:55:59Z<p>Thread: ~ cleanup overview</p>
<hr />
<div>{{stub}}<br />
[[File:Jump Drive Jumpdrive02.jpg|thumb|right|500px|The Terminal Screen.]]<br />
<br />
The Terminal is a core interface for any ship or station providing access to the ships systems and information about those systems. It's default key-binding is '''K'''. Access to a [[Grid|grid]]'s terminal system is provided through use of [[Control Panel]]s, or [[Conveyor Port]]s, or Remote Access via an [[Antenna]]. Control Panels are very common with terminating blocks ([[Door]]s, [[Cargo Container]]s, etc) and if one is unavailable or simply inconvenient, it's possible to place a [[Control Panel]] block purely to provide easy direct terminal access.<br />
<br />
__TOC__<br />
<br />
==Terminal Tabs==<br />
===Inventory===<br />
Allows the player to interact with the Conveyor System and examine connected inventories, moving items (components, materials, ores) from different block inventories manually. <br />
===Control Panel===<br />
Allows the player to interact with a variety of block specific functions, such as set the size of a [[Gravity Generator]] or manually enable or disable certain blocks. This screen also allows the player to set and transfer [[ownership]] of blocks to different factions or set amount of access other factions have to blocks owned.<br />
===Production===<br />
This a [[Assembler]] specific tab, allowing the player control and access of its operations in assembling or disassembling components. Each individual assembler can be accessed via a drop down menu.<br />
===Info===<br />
Provides an overview of grid information (such as mass, number of non-armor blocks and general statistics) for the specific grid it's accessing. Along with toggling certain display modes such as showing antenna range or gravity generator range. In addition, it also allows the ship to be named (as seen on the Terminals Access Screen) and convert [[station]]s to [[large ship]]s.<br />
===Factions===<br />
Provides faction information and is the primary interface in organizing them. A variety of actions can be done here, from forming new factions to declaring war on other rival ones. See [[Factions]] for more information.<br />
===Communication===<br />
Primary used to chat to other players and factions. It can be used to publicly announce something or privately talk to another player or broadcast to your faction.<br />
===GPS===<br />
GPS is the primary method players can mark locations in the game, without using [[Beacon]]s or [[Antenna]]s which previously served this purpose. Players can directly input a custom location and mark on their [[HUD]] or automatically have one placed on their current position. Once placed the player will be able to at a glance see their current distance from that point. These points are very useful for navigation around space but also used in a variety of blocks such as [[Remote Control]] and [[Jump drive]]s.<br />
<br />
==See Also==<br />
*[[Grid]]<br />
*[[Control Panel]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Assembler&diff=23115Assembler2018-10-30T14:46:25Z<p>Thread: /* Configuration */ ~ consistent naming</p>
<hr />
<div>{{itembox<br />
| item = Assembler<br />
| description = Constructs components for building large and small ship blocks.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = no<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 80<br />
| lpowerconsumption = 0.56<br />
| lpowerstandby = 0.001<br />
| lairtightness = yes<br />
| lresourcesinkgroup = Factory<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 80<br />
| lcomponent3 = Display<br />
| lcomponent3amt = 4<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 8<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 2<br />
| lstoragecapacity = (only ingots; component) 4000<br />
<br />
| version = 01.022.013<br />
}}<br />
== Overview ==<br />
The Assembler's function is to fabricate [[Components]] and [[Tools]], using refined [[ingot]]s. It can also be switched to a disassemble mode, where it will destroy components to reclaim the ingots used. The Assembler is one of the most important blocks in Space Engineers. Alongside the [[Refinery]] and the [[Medical Room]] (and, arguably, a [[Reactor]] to power them), it is one of the essential parts of a successful [[Survival Mode]] game. <br />
<br />
== Configuration ==<br />
The Control Panel allows you to configure the operation settings of an Assembler.<br />
{| class="wikitable" ; style="width: 60%<br />
!colspan="2" style="font-size:16px;"| [[Control Interface|Control Panel Menu]]<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the assembler to automatically draw items from other inventories connected to it<br />
|}<br />
<br />
== Usage ==<br />
<br />
Before telling the assembler to make anything, you first need to ensure that the required materials are available. The items required can be supplied to the assembler in two main ways; you can either place them into it manually, or you can connect it to another block which contains the required materials (a refinery, for example) using the [[Conveyor]] system and it will automatically pull through the materials as required.<br />
=== Quick Guide ===<br />
Giving instructions to the assembler is done via the "Production" tab of the Control Panel. When in the Production view, there are 6 main areas to look at: the assembler select, component selection, cost display, mode buttons, build queue and component inventory. <br />
[[File:Assembler02.jpg|none|thumb|300px|Assembler Menu]]<br />
<br />
==== Assembler Select ====<br />
This is the drop-down box in the very top-left of the Production panel. This box lists all of the assemblers attached to the ship/station you are interacting with; if the ship/station has multiple assemblers, this is where you would switch between them to give each of them different orders. [[File:Assembler03.jpg|none|frame]]<br />
<br />
==== Blueprint Select ====<br />
This is the area below the assembler select, where you will see icons for various components that can be built. There are also 4 buttons at the top of this area, which switch between showing large ship blocks, small ship blocks, tools and components, respectively. If you click one of the components or tools, they will be added to the build queue. If you click one of the ship blocks, the components required to build that block will be added to the build queue. [[File:Assembler04.jpg|none|thumb|100px]]<br />
<br />
==== Store Materials ====<br />
This is the large area in the centre of the panel, otherwise known as where the cost of materials is displayed. This will show the amount of ingots required for the current build queue, or for 1 of anything you mouse over. If there are not enough ingots in the assembler, the number will appear in red.<br />
;Note<br />
:*The assembler only counts items that are currently in the assembler inventory; if you have the assembler connected to another block with conveyors, it will not count any materials outside of its own inventory. Items that show in red are materials required that are not in the assembler itself, but if connected to a conveyor network, it will pull the required amount once production begins.<br />
[[File:Assembler06.jpg|none|thumb|100px]]<br />
<br />
==== Assembler Modes ====<br />
[[File:Assembler07.jpg|none|frame]]<br />
;Assembling : Selecting this option allows for the creation of components and tools<br />
;Disassembling : When selected, it will disassemble components that are inside its inventory back to the ingots that were used to make it (Example: Steel plate = 22 iron ingots).<br />
;Note<br />
:*In disassemble mode, the component selection menu will be disabled.<br />
<br />
==== Production Queue ====<br />
This is the area just below the mode buttons. In this area, the items that the assembler has been ordered to (dis)assemble will be shown. They are processed from left-to-right, top-to-bottom. There is also another button on the top-right of this area; this button toggles repeat mode. When in repeat mode, 2 looping arrows appear in this button to show that it is turned on, and the assembler will do one of two things:<br />
:#If in assemble mode, it will repeat the current build queue, looping back to the start upon completing it.<br />
:#If in disassemble mode, it will automatically disassemble any and all components placed in its inventory.<br />
[[File:Assembler08.jpg|none|thumb|200px]]<br />
<br />
==== Component Inventory ====<br />
This will display any components that are in the assembler's inventory. If it is in disassemble mode, you can click on the items here to add them to the build queue to be disassembled. As the Assembler gains more items, the inventory will increse no matter how much ingots/other items you have in it, similar to the player inventory.<br />
[[File:Assembler09.jpg|none|thumb|200px|Assembler Menu]]<br />
<br />
==== Cooperative Mode ====<br />
Each assembler has an option to run in "Cooperative Mode", both on the Assembler's "Control Panel" page and the "Production" tab. When setup properly, this allows assemblers to share workload, in "Assembly" mode.<br />
<br />
To setup a group of Assemblers to operate cooperatively, they must first be attached to each other via their conveyor ports. Once the group is built, one assembler in the group must be designated as the master, and all others in the group should have their "Cooperative Mode" selector enabled.<br />
<br />
Once this setup is complete, you can begin building components cooperatively by adding the desired components to the Build Queue of the master Assembler (the one without "Cooperative Mode" selected). The slave Assemblers will see these items and add a few of them to their queues, while removing that number of items from the master's queue.<br />
<br />
=== Upgrade Modules ===<br />
<br />
''Information is current for v1.089''<br />
<br />
There are two types of upgrade module for Assemblers:<br />
<br />
* Power Efficiency modules decrease the Assembler's power consumption.<br />
* Productivity modules increase the speed at which components are produced.<br />
<br />
An Assembler starts with '100%' in all categories. When you add modules, the Assembler's Control Panel will show the adjusted percentages.<br />
<br />
The Assembler block itself has eight attachment points for modules. Each module can occupy up to two attachment points. An important thing to note is that the two side large conveyor ports on the assembler (adjacent to the single upgrade module on that face) also serve as an attachment point for upgrade modules, giving a total of 8 attachment points with the obvious 6.<br />
<br />
Productivity modules add 50% to the Productivity stat for each attachment point occupied, giving a maximum of 400% achievable with 4 modules filling all points (two of the points are not adjacent and will require separate modules). This yields 4 times the production speed for the standard Assembler, but new types of factory added to the game later may behave differently. Productivity gains are added to the 'assembly speed' of the factory at a rate of 0.5 per attachment point, so the actual speed can be calculated as:<br />
<br />
p = number of Productivity attachment points (0 to 6)<br />
Productivity shown in control panel = 100% + (p*50%)<br />
base speed = b<br />
actual production speed = b + (p/2)<br />
<br />
The Assembler's base speed of 1 means that the displayed productivity is accurate.<br />
<br />
== Media ==<br />
[[File:Assembler01.jpg|none|thumb|340px|Assembler]]<br />
<br />
== Tips ==<br />
<br />
== Known Issues ==<br />
<br />
== Related Items ==<br />
*[[Productivity Upgrade Module]]<br />
*[[Power Efficiency Upgrade Module]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Assembler|Assembler]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.057|Update 01.057.005]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash with assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.057]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when finishing assembler in survival<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.055]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed dedicated server assembler issues<br />
*Fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode<br />
*Fixed cannot change assembler ownership on cargo ships<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054|Update 01.054.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed the assembler issues in multiplayer that were caused after the latest update<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler co-operate mod unchecking itself in multiplayer<br />
*Fixed unfinished assemblers unmarked in production menu<br />
*Fixed master assembler pulling small amounts of material<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052|Update 01.052.023]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler cooperation (Co-op mode) introduced<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048|Update 01.048.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when assembler blueprints were missing<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed cannot stack items in production queue<br />
*Fixed assembler inventory output filling up input inventory<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045|Update 01.045.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler block not added when blueprints in queue were missing<br />
*Fixed blank assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Improved rendering performance of assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.043|Update 01.043.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.042|Update 01.042.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sound issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.039|Update 01.039.011]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031|Update 01.031.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash during drag-and-drop in production screen<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sounds<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.025]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*The assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.022]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*More detailed production screen in assembler<br />
*All components and blocks which you don't have ingots for are now shown in red<br />
*Players can see the amount of required ingots to create a component or a tool<br />
*"Disassemble all" button that allows you to easily convert all components inside the assembler back into ingots<br />
*New queue shortcuts: ctrl+click (add 10), shift+click (add 100)<br />
*Fixed unit display in assembler<br />
*Fixed production screen which does not react to name changes Update 01.025<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021|Update 01.021.029]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in production queue<br />
*Fixed crash in drag-and-drop<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Balanced materials required for assembling components<br />
*Added (Idle, processing) sounds<br />
*New assembler screen<br />
*Assembler can be switched to disassembling mode<br />
*New assembler production queue hotkeys <br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New sounds added<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.013.008]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler became a functional block.<br />
|}<br />
<br />
</div><br />
[[Category:Production Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Assembler&diff=23114Assembler2018-10-30T14:44:59Z<p>Thread: /* Usage */ ~ section title</p>
<hr />
<div>{{itembox<br />
| item = Assembler<br />
| description = Constructs components for building large and small ship blocks.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = no<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 80<br />
| lpowerconsumption = 0.56<br />
| lpowerstandby = 0.001<br />
| lairtightness = yes<br />
| lresourcesinkgroup = Factory<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 80<br />
| lcomponent3 = Display<br />
| lcomponent3amt = 4<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 8<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 2<br />
| lstoragecapacity = (only ingots; component) 4000<br />
<br />
| version = 01.022.013<br />
}}<br />
== Overview ==<br />
The Assembler's function is to fabricate [[Components]] and [[Tools]], using refined [[ingot]]s. It can also be switched to a disassemble mode, where it will destroy components to reclaim the ingots used. The Assembler is one of the most important blocks in Space Engineers. Alongside the [[Refinery]] and the [[Medical Room]] (and, arguably, a [[Reactor]] to power them), it is one of the essential parts of a successful [[Survival Mode]] game. <br />
<br />
== Configuration ==<br />
The Control Panel allows you to configure the operation settings of an Assembler.<br />
{| class="wikitable" ; style="width: 60%<br />
!colspan="2" style="font-size:16px;"| [[Control Interface|Control Interface Menu]]<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the assembler to automatically draw items from other inventories connected to it<br />
|}<br />
<br />
== Usage ==<br />
<br />
Before telling the assembler to make anything, you first need to ensure that the required materials are available. The items required can be supplied to the assembler in two main ways; you can either place them into it manually, or you can connect it to another block which contains the required materials (a refinery, for example) using the [[Conveyor]] system and it will automatically pull through the materials as required.<br />
=== Quick Guide ===<br />
Giving instructions to the assembler is done via the "Production" tab of the Control Panel. When in the Production view, there are 6 main areas to look at: the assembler select, component selection, cost display, mode buttons, build queue and component inventory. <br />
[[File:Assembler02.jpg|none|thumb|300px|Assembler Menu]]<br />
<br />
==== Assembler Select ====<br />
This is the drop-down box in the very top-left of the Production panel. This box lists all of the assemblers attached to the ship/station you are interacting with; if the ship/station has multiple assemblers, this is where you would switch between them to give each of them different orders. [[File:Assembler03.jpg|none|frame]]<br />
<br />
==== Blueprint Select ====<br />
This is the area below the assembler select, where you will see icons for various components that can be built. There are also 4 buttons at the top of this area, which switch between showing large ship blocks, small ship blocks, tools and components, respectively. If you click one of the components or tools, they will be added to the build queue. If you click one of the ship blocks, the components required to build that block will be added to the build queue. [[File:Assembler04.jpg|none|thumb|100px]]<br />
<br />
==== Store Materials ====<br />
This is the large area in the centre of the panel, otherwise known as where the cost of materials is displayed. This will show the amount of ingots required for the current build queue, or for 1 of anything you mouse over. If there are not enough ingots in the assembler, the number will appear in red.<br />
;Note<br />
:*The assembler only counts items that are currently in the assembler inventory; if you have the assembler connected to another block with conveyors, it will not count any materials outside of its own inventory. Items that show in red are materials required that are not in the assembler itself, but if connected to a conveyor network, it will pull the required amount once production begins.<br />
[[File:Assembler06.jpg|none|thumb|100px]]<br />
<br />
==== Assembler Modes ====<br />
[[File:Assembler07.jpg|none|frame]]<br />
;Assembling : Selecting this option allows for the creation of components and tools<br />
;Disassembling : When selected, it will disassemble components that are inside its inventory back to the ingots that were used to make it (Example: Steel plate = 22 iron ingots).<br />
;Note<br />
:*In disassemble mode, the component selection menu will be disabled.<br />
<br />
==== Production Queue ====<br />
This is the area just below the mode buttons. In this area, the items that the assembler has been ordered to (dis)assemble will be shown. They are processed from left-to-right, top-to-bottom. There is also another button on the top-right of this area; this button toggles repeat mode. When in repeat mode, 2 looping arrows appear in this button to show that it is turned on, and the assembler will do one of two things:<br />
:#If in assemble mode, it will repeat the current build queue, looping back to the start upon completing it.<br />
:#If in disassemble mode, it will automatically disassemble any and all components placed in its inventory.<br />
[[File:Assembler08.jpg|none|thumb|200px]]<br />
<br />
==== Component Inventory ====<br />
This will display any components that are in the assembler's inventory. If it is in disassemble mode, you can click on the items here to add them to the build queue to be disassembled. As the Assembler gains more items, the inventory will increse no matter how much ingots/other items you have in it, similar to the player inventory.<br />
[[File:Assembler09.jpg|none|thumb|200px|Assembler Menu]]<br />
<br />
==== Cooperative Mode ====<br />
Each assembler has an option to run in "Cooperative Mode", both on the Assembler's "Control Panel" page and the "Production" tab. When setup properly, this allows assemblers to share workload, in "Assembly" mode.<br />
<br />
To setup a group of Assemblers to operate cooperatively, they must first be attached to each other via their conveyor ports. Once the group is built, one assembler in the group must be designated as the master, and all others in the group should have their "Cooperative Mode" selector enabled.<br />
<br />
Once this setup is complete, you can begin building components cooperatively by adding the desired components to the Build Queue of the master Assembler (the one without "Cooperative Mode" selected). The slave Assemblers will see these items and add a few of them to their queues, while removing that number of items from the master's queue.<br />
<br />
=== Upgrade Modules ===<br />
<br />
''Information is current for v1.089''<br />
<br />
There are two types of upgrade module for Assemblers:<br />
<br />
* Power Efficiency modules decrease the Assembler's power consumption.<br />
* Productivity modules increase the speed at which components are produced.<br />
<br />
An Assembler starts with '100%' in all categories. When you add modules, the Assembler's Control Panel will show the adjusted percentages.<br />
<br />
The Assembler block itself has eight attachment points for modules. Each module can occupy up to two attachment points. An important thing to note is that the two side large conveyor ports on the assembler (adjacent to the single upgrade module on that face) also serve as an attachment point for upgrade modules, giving a total of 8 attachment points with the obvious 6.<br />
<br />
Productivity modules add 50% to the Productivity stat for each attachment point occupied, giving a maximum of 400% achievable with 4 modules filling all points (two of the points are not adjacent and will require separate modules). This yields 4 times the production speed for the standard Assembler, but new types of factory added to the game later may behave differently. Productivity gains are added to the 'assembly speed' of the factory at a rate of 0.5 per attachment point, so the actual speed can be calculated as:<br />
<br />
p = number of Productivity attachment points (0 to 6)<br />
Productivity shown in control panel = 100% + (p*50%)<br />
base speed = b<br />
actual production speed = b + (p/2)<br />
<br />
The Assembler's base speed of 1 means that the displayed productivity is accurate.<br />
<br />
== Media ==<br />
[[File:Assembler01.jpg|none|thumb|340px|Assembler]]<br />
<br />
== Tips ==<br />
<br />
== Known Issues ==<br />
<br />
== Related Items ==<br />
*[[Productivity Upgrade Module]]<br />
*[[Power Efficiency Upgrade Module]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Assembler|Assembler]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.057|Update 01.057.005]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash with assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.057]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when finishing assembler in survival<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.055]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed dedicated server assembler issues<br />
*Fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode<br />
*Fixed cannot change assembler ownership on cargo ships<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054|Update 01.054.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed the assembler issues in multiplayer that were caused after the latest update<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler co-operate mod unchecking itself in multiplayer<br />
*Fixed unfinished assemblers unmarked in production menu<br />
*Fixed master assembler pulling small amounts of material<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052|Update 01.052.023]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler cooperation (Co-op mode) introduced<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048|Update 01.048.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when assembler blueprints were missing<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed cannot stack items in production queue<br />
*Fixed assembler inventory output filling up input inventory<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045|Update 01.045.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler block not added when blueprints in queue were missing<br />
*Fixed blank assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Improved rendering performance of assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.043|Update 01.043.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.042|Update 01.042.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sound issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.039|Update 01.039.011]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031|Update 01.031.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash during drag-and-drop in production screen<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sounds<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.025]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*The assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.022]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*More detailed production screen in assembler<br />
*All components and blocks which you don't have ingots for are now shown in red<br />
*Players can see the amount of required ingots to create a component or a tool<br />
*"Disassemble all" button that allows you to easily convert all components inside the assembler back into ingots<br />
*New queue shortcuts: ctrl+click (add 10), shift+click (add 100)<br />
*Fixed unit display in assembler<br />
*Fixed production screen which does not react to name changes Update 01.025<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021|Update 01.021.029]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in production queue<br />
*Fixed crash in drag-and-drop<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Balanced materials required for assembling components<br />
*Added (Idle, processing) sounds<br />
*New assembler screen<br />
*Assembler can be switched to disassembling mode<br />
*New assembler production queue hotkeys <br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New sounds added<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.013.008]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler became a functional block.<br />
|}<br />
<br />
</div><br />
[[Category:Production Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Antenna&diff=23113Antenna2018-10-30T11:26:32Z<p>Thread: /* Display subsystems on HUD */ ~ clarification</p>
<hr />
<div>{{itembox<br />
| item = Antenna<br />
| description = Used to broadcast the location of a ship or station.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 20<br />
| spowerconsumption = 0.02<br />
| sresourcesinkgroup = Utility<br />
| sairtightness = no<br />
| scomponentstructure = 2<br />
| scomponent1 = Construction Component<br />
| scomponent1amt = 1<br />
| scomponent2 = Radio-Communication Components<br />
| scomponent2amt = 4<br />
| scomponent3 = Construction Component<br />
| scomponent3amt = 1<br />
| scomponent4 = Computer<br />
| scomponent4amt = 1<br />
| scomponent5 = Small Steel Tube<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| swidth = 1<br />
| sheight = 1<br />
| sdepth = 2<br />
<br />
| lbuildtime = 50<br />
| lpowerconsumption = 0.2<br />
| lresourcesinkgroup = Utility<br />
| lairtightness = no<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 15<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 10<br />
| lcomponent3 = Radio-Communication Components<br />
| lcomponent3amt = 40<br />
| lcomponent4 = Computer<br />
| lcomponent4amt = 8<br />
| lcomponent5 = Large Steel Tube<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Small Steel Tube<br />
| lcomponent6amt = 60<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 30<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 65<br />
| lwidth = 1<br />
| lheight = 6<br />
| ldepth = 2<br />
<br />
| version = 01.041.015<br />
}}<br />
[[File:Antenna03.jpg|thumb|350px|Large antenna (left), and Small antenna (right)]]<br />
<br />
== Overview ==<br />
The Antenna can broadcast its range, and display name from its location. However, they may also broadcast the location of specific systems on the same ship/station as the antenna if enabled to do so.<br />
<br />
The antenna can also relay the signal of other antennas within its range. <br />
<br />
== Usage ==<br />
=== Broadcast ===<br />
Much like the [[Beacon]], the antenna is capable of broadcasting its location. The power demand on the large ships and stations for the antenna is 200x higher compared to the beacon. However, the antenna has far more functions than the beacon, in return draining far more power.<br />
<br />
{| class="wikitable"<br />
! scope="row" colspan="3"| The chart below shows the maximum ranges, as well as the power usage associated with it.<br />
|-<br />
| style="text-align:center;"| '''Type'''<br />
| style="text-align:center;"| '''Max Range'''<br />
| style="text-align:center;"| '''Power usage'''<br />
|-<br />
| style="text-align:center;"| Small Ship<br />
| style="text-align:center;"| 5000 m<br />
| style="text-align:center;"| 20 kW<br />
|-<br />
| style="text-align:center;"| Large Ship / Station<br />
| style="text-align:center;"| 50000 m<br />
| style="text-align:center;"| 200 kW<br />
|}<br />
<br />
=== Display subsystems on HUD ===<br />
In addition to its broadcasting abilities, the antenna can also display specific systems on the grid it is attached to. This can only be accomplished if the object's "Show on HUD" control setting is set to Yes. Enabling "Show on HUD" on objects does not increase power usage. If a player was to enable this feature on 100 small thrusters, it would not draw any more power than it already was.<br />
<br />
Note that the range of the object being shown is also the same as the antenna's maximum range. So if the antenna is 5000 m, the object with "Show on HUD" enabled would also have a range of 5000 m. Currently as of patch 01.045, there is no way to alter this.<br />
[[File:Antennaexample01.jpg|none|thumb|100px]]<br />
<br />
=== Show ship name ===<br />
The antenna may also show a ships name, along with the antenna's own displayed name beside it.<br />
<br />
=== Remote Access and Control ===<br />
An antenna is necessary to access blocks on an object or to remotely control it '''in case the player is not directly connected''' to the object (e.g. sitting in a pilot seat or accessing a control panel). Important: Ownership of the antenna is required to do this. There are two functionalities which can be easily confused:<br><br />
- Remote Access to blocks: This allows manipulating all the block settings/parameters of an object and to execute available actions of each block. This is done via the K-menu and doesn't require a remote control block. Example: viewing through a camera, reversing rotors and pistons, etc.<br><br />
- Remote Control of an object: To enable remote control of an object an antenna is necessary in addition to the remote control block. The remote control block itself is activated via remote access in the K-menu. See [[Remote Control]] block for further explanation.<br />
<br />
The range of remote access and control is 200m (broadcast range of the cosmonauts suit) unless enhanced by relays (see below).<br />
Currently [1.064], blocks on an object cannot be accessed by another object via remote access (in case the objects are not connected). Only players can remote access blocks on an object e.g. when sitting in/on another object.<br />
<br />
=== Relay ===<br />
The most notable feature of the antenna is its ability to also act as a relay for other antenna and/or beacons. When a player enters a radius of an antenna, if there are any other beacons or antennas inside its radius, it is also displayed for the player. Even if a small ships broadcast for example isn't in range of the player, it may be transmitted through the nearby antenna to the player.<br />
<br />
The player may also interact/control the ships even beyond the ships broadcast range, but is still within range of a different antenna.<br />
<br />
== Media ==<br />
{| class="wikitable" width="50%"<br />
|[[File:Antenna05.jpg|center|thumb|400px|In this example, Antenna 1 is broadcasting the Player's signal to Antenna 2. Antenna 1 cannot see Antenna 2, but Antenna 2 can see Antenna 1's broadcast and the player.]]<br />
|[[File:Antenna06.jpg|center|thumb|400px|In this example, we have a network of 3 Antennas. Antenna 1 and 3 are out of range of each other. However, with Antenna between them within its radius, Antenna 1 can see Antenna 3, and 3 cannot see 1.]]<br />
|-<br />
|[[File:Antenna07.jpg|center|thumb|400px|This shows the color codes of factions with different relations with the player all can see the antenna none can see eachother.]]<br />
|}<br />
<!-- Return to edit and clarify all examples --><br />
<br />
== Tips ==<br />
<br />
== Known Issues==<br />
<br />
== Related Items ==<br />
*[[Beacon]]<br />
*[[Laser Antenna]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Antenna|Action List - Antenna]]<br />
* [https://forum.keenswh.com/threads/programmable-block-inter-grid-communication-guide.7392031/ Programmable Block Inter-Grid Communication Guide]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: center;width: 8%"| N/A ||style="padding-left: 10px;padding-right: 10px;"| N/A<br />
|}<br />
<br />
</div><br />
[[Category:Miscellaneous Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Assembler&diff=23112Assembler2018-10-30T11:17:05Z<p>Thread: /* Assembler Modes */ ~ formatting</p>
<hr />
<div>{{itembox<br />
| item = Assembler<br />
| description = Constructs components for building large and small ship blocks.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = no<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 80<br />
| lpowerconsumption = 0.56<br />
| lpowerstandby = 0.001<br />
| lairtightness = yes<br />
| lresourcesinkgroup = Factory<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 80<br />
| lcomponent3 = Display<br />
| lcomponent3amt = 4<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 8<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 2<br />
| lstoragecapacity = (only ingots; component) 4000<br />
<br />
| version = 01.022.013<br />
}}<br />
== Overview ==<br />
The Assembler's function is to fabricate [[Components]] and [[Tools]], using refined [[ingot]]s. It can also be switched to a disassemble mode, where it will destroy components to reclaim the ingots used. The Assembler is one of the most important blocks in Space Engineers. Alongside the [[Refinery]] and the [[Medical Room]] (and, arguably, a [[Reactor]] to power them), it is one of the essential parts of a successful [[Survival Mode]] game. <br />
<br />
== Usage ==<br />
=== Control Panel ===<br />
{| class="wikitable" ; style="width: 20%<br />
!colspan="2" style="font-size:16px;"| [[Control Interface|Control Interface Menu]]<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the assembler to automatically draw items from other inventories connected to it<br />
|}<br />
<br />
== Usage ==<br />
<br />
Before telling the assembler to make anything, you first need to ensure that the required materials are available. The items required can be supplied to the assembler in two main ways; you can either place them into it manually, or you can connect it to another block which contains the required materials (a refinery, for example) using the [[Conveyor]] system and it will automatically pull through the materials as required.<br />
=== Quick Guide ===<br />
Giving instructions to the assembler is done via the "Production" tab of the Control Panel. When in the Production view, there are 6 main areas to look at: the assembler select, component selection, cost display, mode buttons, build queue and component inventory. <br />
[[File:Assembler02.jpg|none|thumb|300px|Assembler Menu]]<br />
<br />
==== Assembler Select ====<br />
This is the drop-down box in the very top-left of the Production panel. This box lists all of the assemblers attached to the ship/station you are interacting with; if the ship/station has multiple assemblers, this is where you would switch between them to give each of them different orders. [[File:Assembler03.jpg|none|frame]]<br />
<br />
==== Blueprint Select ====<br />
This is the area below the assembler select, where you will see icons for various components that can be built. There are also 4 buttons at the top of this area, which switch between showing large ship blocks, small ship blocks, tools and components, respectively. If you click one of the components or tools, they will be added to the build queue. If you click one of the ship blocks, the components required to build that block will be added to the build queue. [[File:Assembler04.jpg|none|thumb|100px]]<br />
<br />
==== Store Materials ====<br />
This is the large area in the centre of the panel, otherwise known as where the cost of materials is displayed. This will show the amount of ingots required for the current build queue, or for 1 of anything you mouse over. If there are not enough ingots in the assembler, the number will appear in red.<br />
;Note<br />
:*The assembler only counts items that are currently in the assembler inventory; if you have the assembler connected to another block with conveyors, it will not count any materials outside of its own inventory. Items that show in red are materials required that are not in the assembler itself, but if connected to a conveyor network, it will pull the required amount once production begins.<br />
[[File:Assembler06.jpg|none|thumb|100px]]<br />
<br />
==== Assembler Modes ====<br />
[[File:Assembler07.jpg|none|frame]]<br />
;Assembling : Selecting this option allows for the creation of components and tools<br />
;Disassembling : When selected, it will disassemble components that are inside its inventory back to the ingots that were used to make it (Example: Steel plate = 22 iron ingots).<br />
;Note<br />
:*In disassemble mode, the component selection menu will be disabled.<br />
<br />
==== Production Queue ====<br />
This is the area just below the mode buttons. In this area, the items that the assembler has been ordered to (dis)assemble will be shown. They are processed from left-to-right, top-to-bottom. There is also another button on the top-right of this area; this button toggles repeat mode. When in repeat mode, 2 looping arrows appear in this button to show that it is turned on, and the assembler will do one of two things:<br />
:#If in assemble mode, it will repeat the current build queue, looping back to the start upon completing it.<br />
:#If in disassemble mode, it will automatically disassemble any and all components placed in its inventory.<br />
[[File:Assembler08.jpg|none|thumb|200px]]<br />
<br />
==== Component Inventory ====<br />
This will display any components that are in the assembler's inventory. If it is in disassemble mode, you can click on the items here to add them to the build queue to be disassembled. As the Assembler gains more items, the inventory will increse no matter how much ingots/other items you have in it, similar to the player inventory.<br />
[[File:Assembler09.jpg|none|thumb|200px|Assembler Menu]]<br />
<br />
==== Cooperative Mode ====<br />
Each assembler has an option to run in "Cooperative Mode", both on the Assembler's "Control Panel" page and the "Production" tab. When setup properly, this allows assemblers to share workload, in "Assembly" mode.<br />
<br />
To setup a group of Assemblers to operate cooperatively, they must first be attached to each other via their conveyor ports. Once the group is built, one assembler in the group must be designated as the master, and all others in the group should have their "Cooperative Mode" selector enabled.<br />
<br />
Once this setup is complete, you can begin building components cooperatively by adding the desired components to the Build Queue of the master Assembler (the one without "Cooperative Mode" selected). The slave Assemblers will see these items and add a few of them to their queues, while removing that number of items from the master's queue.<br />
<br />
=== Upgrade Modules ===<br />
<br />
''Information is current for v1.089''<br />
<br />
There are two types of upgrade module for Assemblers:<br />
<br />
* Power Efficiency modules decrease the Assembler's power consumption.<br />
* Productivity modules increase the speed at which components are produced.<br />
<br />
An Assembler starts with '100%' in all categories. When you add modules, the Assembler's Control Panel will show the adjusted percentages.<br />
<br />
The Assembler block itself has eight attachment points for modules. Each module can occupy up to two attachment points. An important thing to note is that the two side large conveyor ports on the assembler (adjacent to the single upgrade module on that face) also serve as an attachment point for upgrade modules, giving a total of 8 attachment points with the obvious 6.<br />
<br />
Productivity modules add 50% to the Productivity stat for each attachment point occupied, giving a maximum of 400% achievable with 4 modules filling all points (two of the points are not adjacent and will require separate modules). This yields 4 times the production speed for the standard Assembler, but new types of factory added to the game later may behave differently. Productivity gains are added to the 'assembly speed' of the factory at a rate of 0.5 per attachment point, so the actual speed can be calculated as:<br />
<br />
p = number of Productivity attachment points (0 to 6)<br />
Productivity shown in control panel = 100% + (p*50%)<br />
base speed = b<br />
actual production speed = b + (p/2)<br />
<br />
The Assembler's base speed of 1 means that the displayed productivity is accurate.<br />
<br />
== Media ==<br />
[[File:Assembler01.jpg|none|thumb|340px|Assembler]]<br />
<br />
== Tips ==<br />
<br />
== Known Issues ==<br />
<br />
== Related Items ==<br />
*[[Productivity Upgrade Module]]<br />
*[[Power Efficiency Upgrade Module]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Assembler|Assembler]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.057|Update 01.057.005]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash with assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.057]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when finishing assembler in survival<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.055]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed dedicated server assembler issues<br />
*Fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode<br />
*Fixed cannot change assembler ownership on cargo ships<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054|Update 01.054.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed the assembler issues in multiplayer that were caused after the latest update<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler co-operate mod unchecking itself in multiplayer<br />
*Fixed unfinished assemblers unmarked in production menu<br />
*Fixed master assembler pulling small amounts of material<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052|Update 01.052.023]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler cooperation (Co-op mode) introduced<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048|Update 01.048.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when assembler blueprints were missing<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed cannot stack items in production queue<br />
*Fixed assembler inventory output filling up input inventory<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045|Update 01.045.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler block not added when blueprints in queue were missing<br />
*Fixed blank assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Improved rendering performance of assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.043|Update 01.043.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.042|Update 01.042.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sound issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.039|Update 01.039.011]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031|Update 01.031.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash during drag-and-drop in production screen<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sounds<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.025]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*The assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.022]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*More detailed production screen in assembler<br />
*All components and blocks which you don't have ingots for are now shown in red<br />
*Players can see the amount of required ingots to create a component or a tool<br />
*"Disassemble all" button that allows you to easily convert all components inside the assembler back into ingots<br />
*New queue shortcuts: ctrl+click (add 10), shift+click (add 100)<br />
*Fixed unit display in assembler<br />
*Fixed production screen which does not react to name changes Update 01.025<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021|Update 01.021.029]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in production queue<br />
*Fixed crash in drag-and-drop<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Balanced materials required for assembling components<br />
*Added (Idle, processing) sounds<br />
*New assembler screen<br />
*Assembler can be switched to disassembling mode<br />
*New assembler production queue hotkeys <br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New sounds added<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.013.008]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler became a functional block.<br />
|}<br />
<br />
</div><br />
[[Category:Production Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Assembler&diff=23111Assembler2018-10-30T11:15:09Z<p>Thread: /* Component Inventory */ ~ typo</p>
<hr />
<div>{{itembox<br />
| item = Assembler<br />
| description = Constructs components for building large and small ship blocks.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = no<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 80<br />
| lpowerconsumption = 0.56<br />
| lpowerstandby = 0.001<br />
| lairtightness = yes<br />
| lresourcesinkgroup = Factory<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 20<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 80<br />
| lcomponent3 = Display<br />
| lcomponent3amt = 4<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 8<br />
| lcomponent5 = Construction Component<br />
| lcomponent5amt = 40<br />
| lcomponent6 = Steel Plate<br />
| lcomponent6amt = 130<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 2<br />
| lstoragecapacity = (only ingots; component) 4000<br />
<br />
| version = 01.022.013<br />
}}<br />
== Overview ==<br />
The Assembler's function is to fabricate [[Components]] and [[Tools]], using refined [[ingot]]s. It can also be switched to a disassemble mode, where it will destroy components to reclaim the ingots used. The Assembler is one of the most important blocks in Space Engineers. Alongside the [[Refinery]] and the [[Medical Room]] (and, arguably, a [[Reactor]] to power them), it is one of the essential parts of a successful [[Survival Mode]] game. <br />
<br />
== Usage ==<br />
=== Control Panel ===<br />
{| class="wikitable" ; style="width: 20%<br />
!colspan="2" style="font-size:16px;"| [[Control Interface|Control Interface Menu]]<br />
|-<br />
!style="text-align:center ; font-size:14px;"| Options<br />
!style="text-align:center ; font-size:14px;"| Comments<br />
|-<br />
!style="text-align:left;" | Toggle block<br />
|Turns the device on, or off.<br />
|-<br />
!style="text-align:left;" | Name<br />
|You can enter in your own custom name in the text box<br />
|-<br />
!style="text-align:left;" | Show on HUD<br />
|If there is an [[Antenna]] attached to the same grid, this device will display its position on the players HUD<br />
|-<br />
!style="text-align:left;" | Use Conveyor System<br />
|If "on" allows the assembler to automatically draw items from other inventories connected to it<br />
|}<br />
<br />
== Usage ==<br />
<br />
Before telling the assembler to make anything, you first need to ensure that the required materials are available. The items required can be supplied to the assembler in two main ways; you can either place them into it manually, or you can connect it to another block which contains the required materials (a refinery, for example) using the [[Conveyor]] system and it will automatically pull through the materials as required.<br />
=== Quick Guide ===<br />
Giving instructions to the assembler is done via the "Production" tab of the Control Panel. When in the Production view, there are 6 main areas to look at: the assembler select, component selection, cost display, mode buttons, build queue and component inventory. <br />
[[File:Assembler02.jpg|none|thumb|300px|Assembler Menu]]<br />
<br />
==== Assembler Select ====<br />
This is the drop-down box in the very top-left of the Production panel. This box lists all of the assemblers attached to the ship/station you are interacting with; if the ship/station has multiple assemblers, this is where you would switch between them to give each of them different orders. [[File:Assembler03.jpg|none|frame]]<br />
<br />
==== Blueprint Select ====<br />
This is the area below the assembler select, where you will see icons for various components that can be built. There are also 4 buttons at the top of this area, which switch between showing large ship blocks, small ship blocks, tools and components, respectively. If you click one of the components or tools, they will be added to the build queue. If you click one of the ship blocks, the components required to build that block will be added to the build queue. [[File:Assembler04.jpg|none|thumb|100px]]<br />
<br />
==== Store Materials ====<br />
This is the large area in the centre of the panel, otherwise known as where the cost of materials is displayed. This will show the amount of ingots required for the current build queue, or for 1 of anything you mouse over. If there are not enough ingots in the assembler, the number will appear in red.<br />
;Note<br />
:*The assembler only counts items that are currently in the assembler inventory; if you have the assembler connected to another block with conveyors, it will not count any materials outside of its own inventory. Items that show in red are materials required that are not in the assembler itself, but if connected to a conveyor network, it will pull the required amount once production begins.<br />
[[File:Assembler06.jpg|none|thumb|100px]]<br />
<br />
==== Assembler Modes ====<br />
[[File:Assembler07.jpg|none|frame]]<br />
*Assembling<br />
Selecting this option allows for the creation of components and tools<br />
*Disassembling<br />
When selected, it will disassemble components that are inside its inventory back to the ingots that were used to make it (Example: Steel plate = 22 iron ingots).<br />
;Note<br />
:*In disassemble mode, the component selection menu will be disabled. <br />
==== Production Queue ====<br />
This is the area just below the mode buttons. In this area, the items that the assembler has been ordered to (dis)assemble will be shown. They are processed from left-to-right, top-to-bottom. There is also another button on the top-right of this area; this button toggles repeat mode. When in repeat mode, 2 looping arrows appear in this button to show that it is turned on, and the assembler will do one of two things:<br />
:#If in assemble mode, it will repeat the current build queue, looping back to the start upon completing it.<br />
:#If in disassemble mode, it will automatically disassemble any and all components placed in its inventory.<br />
[[File:Assembler08.jpg|none|thumb|200px]]<br />
<br />
==== Component Inventory ====<br />
This will display any components that are in the assembler's inventory. If it is in disassemble mode, you can click on the items here to add them to the build queue to be disassembled. As the Assembler gains more items, the inventory will increse no matter how much ingots/other items you have in it, similar to the player inventory.<br />
[[File:Assembler09.jpg|none|thumb|200px|Assembler Menu]]<br />
<br />
==== Cooperative Mode ====<br />
Each assembler has an option to run in "Cooperative Mode", both on the Assembler's "Control Panel" page and the "Production" tab. When setup properly, this allows assemblers to share workload, in "Assembly" mode.<br />
<br />
To setup a group of Assemblers to operate cooperatively, they must first be attached to each other via their conveyor ports. Once the group is built, one assembler in the group must be designated as the master, and all others in the group should have their "Cooperative Mode" selector enabled.<br />
<br />
Once this setup is complete, you can begin building components cooperatively by adding the desired components to the Build Queue of the master Assembler (the one without "Cooperative Mode" selected). The slave Assemblers will see these items and add a few of them to their queues, while removing that number of items from the master's queue.<br />
<br />
=== Upgrade Modules ===<br />
<br />
''Information is current for v1.089''<br />
<br />
There are two types of upgrade module for Assemblers:<br />
<br />
* Power Efficiency modules decrease the Assembler's power consumption.<br />
* Productivity modules increase the speed at which components are produced.<br />
<br />
An Assembler starts with '100%' in all categories. When you add modules, the Assembler's Control Panel will show the adjusted percentages.<br />
<br />
The Assembler block itself has eight attachment points for modules. Each module can occupy up to two attachment points. An important thing to note is that the two side large conveyor ports on the assembler (adjacent to the single upgrade module on that face) also serve as an attachment point for upgrade modules, giving a total of 8 attachment points with the obvious 6.<br />
<br />
Productivity modules add 50% to the Productivity stat for each attachment point occupied, giving a maximum of 400% achievable with 4 modules filling all points (two of the points are not adjacent and will require separate modules). This yields 4 times the production speed for the standard Assembler, but new types of factory added to the game later may behave differently. Productivity gains are added to the 'assembly speed' of the factory at a rate of 0.5 per attachment point, so the actual speed can be calculated as:<br />
<br />
p = number of Productivity attachment points (0 to 6)<br />
Productivity shown in control panel = 100% + (p*50%)<br />
base speed = b<br />
actual production speed = b + (p/2)<br />
<br />
The Assembler's base speed of 1 means that the displayed productivity is accurate.<br />
<br />
== Media ==<br />
[[File:Assembler01.jpg|none|thumb|340px|Assembler]]<br />
<br />
== Tips ==<br />
<br />
== Known Issues ==<br />
<br />
== Related Items ==<br />
*[[Productivity Upgrade Module]]<br />
*[[Power Efficiency Upgrade Module]]<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Assembler|Assembler]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.057|Update 01.057.005]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash with assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.057]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when finishing assembler in survival<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.055]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed dedicated server assembler issues<br />
*Fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode<br />
*Fixed cannot change assembler ownership on cargo ships<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054|Update 01.054.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed the assembler issues in multiplayer that were caused after the latest update<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.054]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler co-operate mod unchecking itself in multiplayer<br />
*Fixed unfinished assemblers unmarked in production menu<br />
*Fixed master assembler pulling small amounts of material<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052|Update 01.052.023]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assemblers<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.052]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler cooperation (Co-op mode) introduced<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048|Update 01.048.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash when assembler blueprints were missing<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.048]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed cannot stack items in production queue<br />
*Fixed assembler inventory output filling up input inventory<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045|Update 01.045.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler block not added when blueprints in queue were missing<br />
*Fixed blank assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.045]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Improved rendering performance of assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.043|Update 01.043.013]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.042|Update 01.042.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sound issues<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.039|Update 01.039.011]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in assembler<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.031|Update 01.031.012]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash during drag-and-drop in production screen<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.027]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed assembler sounds<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.025]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*The assembler can now "see" all materials in the conveyor system and can use them. It does not gather the material automatically (for now - WIP), so you don't need to transfer them manually<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.022]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*More detailed production screen in assembler<br />
*All components and blocks which you don't have ingots for are now shown in red<br />
*Players can see the amount of required ingots to create a component or a tool<br />
*"Disassemble all" button that allows you to easily convert all components inside the assembler back into ingots<br />
*New queue shortcuts: ctrl+click (add 10), shift+click (add 100)<br />
*Fixed unit display in assembler<br />
*Fixed production screen which does not react to name changes Update 01.025<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021|Update 01.021.029]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Fixed crash in production queue<br />
*Fixed crash in drag-and-drop<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.021]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Balanced materials required for assembling components<br />
*Added (Idle, processing) sounds<br />
*New assembler screen<br />
*Assembler can be switched to disassembling mode<br />
*New assembler production queue hotkeys <br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.020]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*New sounds added<br />
|-<br />
|style="text-align: left;width: 8%"| [[Update 01.013.008]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Assembler became a functional block.<br />
|}<br />
<br />
</div><br />
[[Category:Production Blocks]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Programming_Guide&diff=23110Programming Guide2018-10-29T14:36:36Z<p>Thread: /* Variables life */ ~ fix section title, formatting, clarification on variables</p>
<hr />
<div>Programming in Space Engineers is done with the [[Programmable Block]] which can be given scripts written in C# (pronounced C Sharp). This can be used to make autonomous mining drones, long-range player-killing torpedoes, automated welding arms for ship construction and much more.<br />
<br />
== Introduction ==<br />
=== Editor access ===<br />
Only one player can edit the same script at time. If someone else has an editor for the current block open and someone else tries to open that block's editor, a notification will be shown that the editor is already open.<br />
<br />
=== Main method ===<br />
When the editor is opened for first time, void Main() method is present inside the code editor.<br />
This is entry point that will be called when executing script. If Main method is removed / renamed, the script will not run and you will be notified in the programmable block details area. <br />
Custom methods/variables can be defined and used, but only the Main method will be called without reference.<br />
<br />
=== Variable lifetime and scoping ===<br />
There are two types of variables for scripting:<br />
;Local (inside the methods) : these variables will keep their value only during execution of a method. Value will be “lost” when the method ends.<br />
;Global (outside the methods) : these variables will keep their values during the lifetime of script. For example, if the variable needs to keep its value between separate runs of the script, it needs to be defined outside the methods.<br />
<br />
After pressing “Remember & Exit” or “Remember” buttons, the previous script will be overwritten and all Global variables will be lost.<br />
<br />
All variables, local and global except for the built-in Storage variable will lose their value or return to their default value when recompiling the code and between saved game loads.<br />
The Storage variable is unique in that it will store the data as a string for use between saved sessions and recompile.<br />
<br />
=== Compiling ===<br />
When the “Check code” button is pressed, the code will be compiled and the result of the compilation will be shown.<br />
There are two steps of the compilation process:<br />
First the code inside editor is compiled by c# compiler for language errors.<br />
If there are any errors during compilation the following dialog is shown:<br />
It this case “aaa” string is placed before Main method. This is the wrong language construction and the compilation failed.<br />
In the error dialog the Line number error and description of the error is shown.<br />
<br />
After compilation, the code is checked for usage of disallowed namespaces and types. In case that check fails,<br />
the following dialog is shown:<br />
In this case System.IO.Directory was used to delete some directory. This is forbidden and error is shown that “Not allowed type was used in script”.<br />
<br />
If compilation and checks pass, a dialog is shown, confirming the checks passed, and the code is saved.<br />
<br />
=== Script execution ===<br />
When “Run” button is pressed or “Run” is assigned as terminal action, script is executed. Currently “Run” needs to be called manually e.g. user need to click on “Run” button or attach it as terminal action.<br />
Script is executed only on server even if it’s triggered from client. If there is any exception during script execution, all clients will be notified in programmable block details area about failure.<br />
In case of exception during script execution, script will not run again unless User opens editor and change script.<br />
A timer can also continuesly run the script by having a run action (you may be prompt to input an argument) and then starting/triggering itself or being started/triggered via script code (if going by the letter the timer will stop if the script crash).<br />
<br />
=== Counting of instructions ===<br />
Every time script is executed, every instruction of script is counted. If script executes more instruction than limit, execution is stopped and user is notified that script is too complex for execution. This prevents scripts to “freeze” game.<br />
<br />
=== Whitelist ===<br />
The types and classes allowed in scripts are restricted. Refer to the [[Scripting Whitelist]] to see what you are allowed to use.<br />
<br />
== Available interfaces ==<br />
<br />
=== Possible Actions ===<br />
Currently only terminal actions can be triggered inside scripts. User can access terminal system for grid on which programmable block is located and trigger any terminal action on any block at grid.<br />
:* [[Programming_Guide/API_List|API List]]<br />
<br />
=== Block Classes (Action List) ===<br />
:* [[Programming_Guide/Action_List|Block Action List]]<br />
<br />
=== Same block class for different SubTypeID ===<br />
Some blocks have same parent (e.g. <TypeId> in cubeblocks.sbc) and differs only by subtype (e.g. <SubtypeId>). This means there is no distinction between these block in code. <br /><br />
Example of these blocks is the Cargo Container: there are 3 types of cargo containers in the game: small, medium and large. These three types differ only by subtype and Type is same for them e.g. large cargo container id is: <br /><br />
<Id><br /><br />
<TypeId>CargoContainer</TypeId><br /><br />
<SubtypeId>LargeBlockLargeContainer</SubtypeId><br /><br />
</Id><br /><br />
Medium is:<br /><br />
<Id><br /><br />
<TypeId>CargoContainer</TypeId><br /><br />
<SubtypeId>SmallBlockMediumContainer</SubtypeId><br /><br />
</Id><br /><br />
And small is:<br /><br />
<Id><br /><br />
<TypeId>CargoContainer</TypeId><br /><br />
<SubtypeId>LargeBlockSmallContainer</SubtypeId><br /><br />
</Id><br /><br />
<br />
In this case there is only one class IMyCargoContainer for all types of cargo containers.<br />
<br />
== Example programs ==<br />
<br />
=== Hello world ===<br />
The standard Hello World program in Space Engineers can be written as such:<br />
<br />
public void Main()<br />
{<br />
Echo ("Hello, world!");<br />
}<br />
<br />
If this program is entered into a programmable block and run, it will result in "Hello, world!" being displayed in the programmable block's interface on the lower right hand side of the screen.<br />
<br />
=== Getting your position ===<br />
This program will show the current GPS coordinates of your programming block's position in the world.<br />
<br />
public void Main()<br />
{<br />
var pos = Me.GetPosition();<br />
Echo (pos.ToString());<br />
}<br />
<br />
<br />
=== Checking a sensor ===<br />
It's easy to get a sensor to open a door or trigger some other action even without any programming if you just place that action in the sensor's "Setup actions" list. However, triggering an action when a sensor does ''not'' detect something is more difficult, and cannot be done with timer blocks. This program will automatically check a sensor every 10 ticks (working out to about 6 times per second) and close a door if the sensor does not detect anything. This can easily be applied to other purposes, like turning off drills when asteroids are not in sensor range.<br />
<br />
List<MyDetectedEntityInfo> entity_list = new List<MyDetectedEntityInfo>(); <br />
public Program()<br />
{<br />
Runtime.UpdateFrequency = UpdateFrequency.Update10;<br />
//This makes the program automatically run every 10 ticks.<br />
}<br />
public void Main()<br />
{<br />
var door_sensor = GridTerminalSystem.GetBlockWithName("Door Sensor 1") as IMySensorBlock;<br />
door_sensor.DetectedEntities (entity_list);<br />
if (entity_list.Count == 0)<br />
{<br />
var door = GridTerminalSystem.GetBlockWithName("Door 1") as IMyDoor;<br />
door.ApplyAction ("Open_Off");<br />
}<br />
}<br />
<br />
For this script to work, the sensor must be named "Door Sensor 1" and the door must be named "Door 1". If you configure the sensor to open the door, the door will automatically open when the player enters the sensor range and close when the player leaves the sensor range.<br />
<br />
== Compilation errors ==<br />
This is a list (in progress) of known compilation errors and what causes them.<br />
<br />
* Method name expected: The compiler found parentheses when it wasn't expecting them. You could be missing a method name before the parentheses, or you might be inappropriately using parentheses instead of square or curly brackets, depending on what you're trying to do.<br />
<br />
== See also ==<br />
* [[API:Sandbox.ModAPI.Ingame.MyGridTerminalSystem|MyGridTerminalSystem]] - Methods for getting object references to your various ship components.<br />
* [[Programming Guide/Action List]] - Actions you can apply to objects via the Object.ApplyAction method. Also includes some of the object properties. Data appears incomplete as of March 19th, 2018.<br />
<br />
== External links ==<br />
* [https://forums.keenswh.com/threads/guide-programmable-block-c-101-for-space-engineers.7225150/ <nowiki>[Guide]</nowiki> Programmable Block - C# 101 For Space Engineers] - Basic intro to C# programming for Space Engineers.<br />
* [https://forum.keenswh.com/threads/guide-programmable-block-c-102-for-space-engineers-loops-strings-and-other-things.7229828/ <nowiki>[Guide]</nowiki> Programmable Block - C# 102 for Space Engineers: Loops, Strings, and Other Things] - Basic intro to using loops and strings in C#<br />
* [https://forum.keenswh.com/threads/guide-programmable-block-c-103-for-space-engineers-math-class.7231429/ <nowiki>[Guide]</nowiki> Programmable Block - C# 103 for Space Engineers - Math Class] - Basic intro to using the Math library in C#<br />
* [https://forums.keenswh.com/threads/programmable-block-inter-grid-communication-guide.7392031/ Programmable Block Inter-Grid Communication Guide] - Using antennas to enable programming blocks to remotely communicate with each other.<br />
* [https://github.com/malware-dev/MDK-SE/wiki/Continuous-Running-No-Timers-Needed Continuous Running No Timers Needed] - Configuring programming blocks to run automatically without needing to use a timer.<br />
* [https://forum.keenswh.com/threads/tutorial-constructor-and-save.7382338/ Tutorial: Constructor And Save] - Saving and reloading data<br />
* [https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/operators/ C# Operators] - C# language reference for all operators, such as and, or, greater than, less than, etc.<br />
* [https://fresc81.github.io/SpaceEngineers/index.html Space Engineers API documentation]<br />
* [https://bloc97.github.io/SpaceEngineersModAPIDocs/html/b2d609dc-672a-3d90-cdc0-3753ce60d06f.htm Space Engineers ModAPI Documentation] - Includes many API methods and properties which can be used by Programmable Blocks.<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Grid&diff=23109Grid2018-10-29T11:07:16Z<p>Thread: /* Sub-Grids */ + section</p>
<hr />
<div>{{stub}}<br />
<br />
<br />
[[File:Tutorials_HUD_Hudexample06.jpg|frame|right|300px|The [[HUD#Grid_Info_Panel|Grid Info Panel]] that is seen while in a cockpit.]]<br />
A Grid is a technical term for any independent collection of blocks that form together any ship or station ([[small ship]], [[large ship]], [[station]]). Their key features include among other things: their shared native use and distrubution of [[electricity|electrical power]], the shared ability to natively control and access various blocks connected to this grid through the [[terminal]](control panel interface), the shared control and use of [[Thruster|thrusters]]/[[Wheel 1x1|wheels]] from cockpits, a single center of mass, the automatic stabilization of the grid with [[Gyroscope]]s and unified control of all [[Spotlight]]s, [[Connector]]s and [[Landing Gear]]s in Cockpits. <br />
<br />
== Sub-Grids ==<br />
Other Grids connected via [[Connector]]s, [[Rotor]]s and [[Piston]]s will give all the grids access to [[electricity]] and [[terminal]] control (control panel interface) and sometimes connecting [[Conveyor Mechanics|Conveyor]] systems (with certain [[Advanced Rotor|rotors]]) but this is not true native control or access of the other grids. They all still have their own independently managed power system, control system and physics. Grids connected in this fashion are usually called '''Sub-Grids''' and while in the [[Terminal]] the blocks that are directly on them will be colored slightly differently (compared to the standard color for Terminal items) to show this, different subgrids have different colors indicating they are not from the same grid but all blocks on the same subgrid will be colored the same. Be warned subgrids are notoriously unstable especially in multiplayer, rotors and pistons have a tendency to become misaligned during movement or rotation compared to attached grids and violently explode. For this reason, these sub-grids are automatically locked when ships are traveling faster than 100 m/s.<br />
<br />
== Construction ==<br />
Whenever players build or construct anything, they do so via connecting blocks to an already existing Grid or need to first place a starting block to build a new Grid to build from. Otherwise construction of new blocks is not possible. For Ships they typically start with [[Landing Gear]]s while Stations start with a [[Light Armor Block]].<br />
<br />
== See Also ==<br />
*[[Cockpit]]<br />
*[[Building]]<br />
*[[Block]]<br />
*[[Terminal]]<br />
*[[Connector]]<br />
*[[Rotor]]<br />
*[[Piston]]<br />
<br />
[[Category: Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Merge_Block&diff=23106Merge Block2018-10-26T22:58:58Z<p>Thread: /* Tips */ ~ tip clarification</p>
<hr />
<div>{{itembox<br />
| item = Merge Block<br />
| description = Used to combine multiple ships into one on a semi-permanent basis<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 12<br />
| sairtightness = yes<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 3<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Small Steel Tube<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| sheight = 1<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 20<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 7<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Large Steel Tube<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Small Steel Tube<br />
| lcomponent5amt = 6<br />
| lcomponent6 = Motor<br />
| lcomponent6amt = 2<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 15<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 5<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.033.006<br />
}}<br />
<br />
== Overview ==<br />
The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as [[Connector]]s. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways. <br />
<br />
== Usage ==<br />
The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the Connector, these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as [[Conveyor]]s or Connectors as they will count as a single ship grid.<br />
<br />
Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.<br />
<br />
=== Decoupling ===<br />
For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.<br />
<br />
For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if [[World_Settings#Station_Voxel_Support|Station Voxel Support]] is disabled in the world).<br />
<br />
=== Indicators ===<br />
<br />
{| class="wikitable" style="width: 40%;"<br />
|-<br />
! colspan="2"| Merge Block Status <br />
|-<br />
!style="text-align:center;"| Color !!style="text-align:center;"| Status<br />
|-<br />
|| [[File:Merge_Front_Indicator_white.png]] || Merge Block is powered and ready to make a connection to another powered Merge Block.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Yellow.png]] || Merge Block is powered, and is within proximity of making a connection to another powered Merge Block.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Green.png]] || Merge Block is connected to another powered Merge Block. The connection established is also locked (engaged) and capable of bearing a physical load to retain the connection.<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Red.png]] || Merge Block is unpowered (disengaged) and electrically disconnected from any other Merge Blocks within mating proximity.<br />
|}<br />
<br />
== Media ==<br />
[[File:Merge_Block_Merge01.jpg|Merge Blocks Before Update 01.165<br />
|500px]]<br />
<br />
== Tips ==<br />
* You can use Merge blocks for anything, it doesn't simply have to be about docking or keeping something from flying away, but this is a common use.<br />
* Merge blocks are airtight and also when merged with other Merge blocks. This can be used to create a pressurized path between ship to ship, or ship to station.<br />
* If a block other than the merge blocks merges with the other ship, that block must be removed in order to detach.<br />
* To transfer cargo while merged together, use two [[Connector]]s. If both are powered, they will attract to each other (electromagnetically) and make a connection. The Connectors should be locked after they are connected.<br />
<br />
== Known Issues ==<br />
* If the merge blocks are too close to the hull when they attach/detach, it can cause minor damage or deformation to the 4 surrounding blocks around them.<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Merge_Block|Action List - Merge Block]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.033]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Merge Block introduced.<br />
|}</div>Threadhttp://spaceengineerswiki.com/index.php?title=Merge_Block&diff=23105Merge Block2018-10-26T14:03:38Z<p>Thread: /* Indicators */ ~ readability/flow</p>
<hr />
<div>{{itembox<br />
| item = Merge Block<br />
| description = Used to combine multiple ships into one on a semi-permanent basis<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 12<br />
| sairtightness = yes<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 3<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Small Steel Tube<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| sheight = 1<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 20<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 7<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Large Steel Tube<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Small Steel Tube<br />
| lcomponent5amt = 6<br />
| lcomponent6 = Motor<br />
| lcomponent6amt = 2<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 15<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 5<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.033.006<br />
}}<br />
<br />
== Overview ==<br />
The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as [[Connector]]s. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways. <br />
<br />
== Usage ==<br />
The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the Connector, these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as [[Conveyor]]s or Connectors as they will count as a single ship grid.<br />
<br />
Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.<br />
<br />
=== Decoupling ===<br />
For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.<br />
<br />
For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if [[World_Settings#Station_Voxel_Support|Station Voxel Support]] is disabled in the world).<br />
<br />
=== Indicators ===<br />
<br />
{| class="wikitable" style="width: 40%;"<br />
|-<br />
! colspan="2"| Merge Block Status <br />
|-<br />
!style="text-align:center;"| Color !!style="text-align:center;"| Status<br />
|-<br />
|| [[File:Merge_Front_Indicator_white.png]] || Merge Block is powered and ready to make a connection to another powered Merge Block.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Yellow.png]] || Merge Block is powered, and is within proximity of making a connection to another powered Merge Block.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Green.png]] || Merge Block is connected to another powered Merge Block. The connection established is also locked (engaged) and capable of bearing a physical load to retain the connection.<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Red.png]] || Merge Block is unpowered (disengaged) and electrically disconnected from any other Merge Blocks within mating proximity.<br />
|}<br />
<br />
== Media ==<br />
[[File:Merge_Block_Merge01.jpg|Merge Blocks Before Update 01.165<br />
|500px]]<br />
<br />
== Tips ==<br />
* You can use merge blocks for anything, it doesn't simply have to be about docking or keeping something from flying away.<br />
* Merge blocks are airtight by itself, and also when merged with other merge blocks. This can be used to create a pressurized path between ship to ship, or ship to station.<br />
* If a block other than the merge blocks merges with the other ship, that block must be removed in order to detatch.<br />
* To transfer cargo while merged together, use two [[Connector]]s. They will not merge when both grids come together. Just remember to "connect" them both.<br />
<br />
== Known Issues ==<br />
* If the merge blocks are too close to the hull when they attach/detach, it can cause minor damage or deformation to the 4 surrounding blocks around them.<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Merge_Block|Action List - Merge Block]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.033]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Merge Block introduced.<br />
|}</div>Threadhttp://spaceengineerswiki.com/index.php?title=Merge_Block&diff=23104Merge Block2018-10-26T14:01:44Z<p>Thread: /* Indicators */ ~ table layout</p>
<hr />
<div>{{itembox<br />
| item = Merge Block<br />
| description = Used to combine multiple ships into one on a semi-permanent basis<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 12<br />
| sairtightness = yes<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 3<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Small Steel Tube<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| sheight = 1<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 20<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 7<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Large Steel Tube<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Small Steel Tube<br />
| lcomponent5amt = 6<br />
| lcomponent6 = Motor<br />
| lcomponent6amt = 2<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 15<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 5<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.033.006<br />
}}<br />
<br />
== Overview ==<br />
The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as [[Connector]]s. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways. <br />
<br />
== Usage ==<br />
The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the Connector, these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as [[Conveyor]]s or Connectors as they will count as a single ship grid.<br />
<br />
Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.<br />
<br />
=== Decoupling ===<br />
For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.<br />
<br />
For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if [[World_Settings#Station_Voxel_Support|Station Voxel Support]] is disabled in the world).<br />
<br />
=== Indicators ===<br />
<br />
{| class="wikitable" style="width: 40%;"<br />
|-<br />
! colspan="2"| Merge Block Status <br />
|-<br />
!style="text-align:center;"| Color !!style="text-align:center;"| Status<br />
|-<br />
|| [[File:Merge_Front_Indicator_white.png]] || Merge Block is powered and ready to make a connection to another powered Merge Block.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Green.png]] || Merge Block is connected to a powered Merge Block. The connection established is also locked (engaged) and capable of bearing a physical load to retain the connection.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Yellow.png]] || Merge Block is powered, and is within proximity of making a connection to another Merge Block.<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Red.png]] || Merge Block is unpowered (disengaged) and electrically disconnected from any other Merge Blocks within mating proximity.<br />
|}<br />
<br />
== Media ==<br />
[[File:Merge_Block_Merge01.jpg|Merge Blocks Before Update 01.165<br />
|500px]]<br />
<br />
== Tips ==<br />
* You can use merge blocks for anything, it doesn't simply have to be about docking or keeping something from flying away.<br />
* Merge blocks are airtight by itself, and also when merged with other merge blocks. This can be used to create a pressurized path between ship to ship, or ship to station.<br />
* If a block other than the merge blocks merges with the other ship, that block must be removed in order to detatch.<br />
* To transfer cargo while merged together, use two [[Connector]]s. They will not merge when both grids come together. Just remember to "connect" them both.<br />
<br />
== Known Issues ==<br />
* If the merge blocks are too close to the hull when they attach/detach, it can cause minor damage or deformation to the 4 surrounding blocks around them.<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Merge_Block|Action List - Merge Block]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.033]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Merge Block introduced.<br />
|}</div>Threadhttp://spaceengineerswiki.com/index.php?title=Merge_Block&diff=23103Merge Block2018-10-26T14:01:06Z<p>Thread: /* Indicators */ ~ table layout</p>
<hr />
<div>{{itembox<br />
| item = Merge Block<br />
| description = Used to combine multiple ships into one on a semi-permanent basis<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 12<br />
| sairtightness = yes<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 3<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Small Steel Tube<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| sheight = 1<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 20<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 7<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Large Steel Tube<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Small Steel Tube<br />
| lcomponent5amt = 6<br />
| lcomponent6 = Motor<br />
| lcomponent6amt = 2<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 15<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 5<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.033.006<br />
}}<br />
<br />
== Overview ==<br />
The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as [[Connector]]s. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways. <br />
<br />
== Usage ==<br />
The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the Connector, these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as [[Conveyor]]s or Connectors as they will count as a single ship grid.<br />
<br />
Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.<br />
<br />
=== Decoupling ===<br />
For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.<br />
<br />
For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if [[World_Settings#Station_Voxel_Support|Station Voxel Support]] is disabled in the world).<br />
<br />
=== Indicators ===<br />
<br />
{| class="wikitable" style="width: 60%;"<br />
|-<br />
! colspan="2"| Merge Block Status <br />
|-<br />
!style="text-align:center;"| Color !!style="text-align:center;"| Status<br />
|-<br />
|| [[File:Merge_Front_Indicator_white.png]] || Merge Block is powered and ready to make a connection to another powered Merge Block.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Green.png]] || Merge Block is connected to a powered Merge Block. The connection established is also locked (engaged) and capable of bearing a physical load to retain the connection.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Yellow.png]] || Merge Block is powered, and is within proximity of making a connection to another Merge Block.<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Red.png]] || Merge Block is unpowered (disengaged) and electrically disconnected from any other Merge Blocks within mating proximity.<br />
|}<br />
<br />
== Media ==<br />
[[File:Merge_Block_Merge01.jpg|Merge Blocks Before Update 01.165<br />
|500px]]<br />
<br />
== Tips ==<br />
* You can use merge blocks for anything, it doesn't simply have to be about docking or keeping something from flying away.<br />
* Merge blocks are airtight by itself, and also when merged with other merge blocks. This can be used to create a pressurized path between ship to ship, or ship to station.<br />
* If a block other than the merge blocks merges with the other ship, that block must be removed in order to detatch.<br />
* To transfer cargo while merged together, use two [[Connector]]s. They will not merge when both grids come together. Just remember to "connect" them both.<br />
<br />
== Known Issues ==<br />
* If the merge blocks are too close to the hull when they attach/detach, it can cause minor damage or deformation to the 4 surrounding blocks around them.<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Merge_Block|Action List - Merge Block]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.033]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Merge Block introduced.<br />
|}</div>Threadhttp://spaceengineerswiki.com/index.php?title=Merge_Block&diff=23102Merge Block2018-10-26T13:57:30Z<p>Thread: /* Usage */ + indicators section</p>
<hr />
<div>{{itembox<br />
| item = Merge Block<br />
| description = Used to combine multiple ships into one on a semi-permanent basis<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 12<br />
| sairtightness = yes<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 3<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Small Steel Tube<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| sheight = 1<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 20<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 7<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Large Steel Tube<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Small Steel Tube<br />
| lcomponent5amt = 6<br />
| lcomponent6 = Motor<br />
| lcomponent6amt = 2<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 15<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 5<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.033.006<br />
}}<br />
<br />
== Overview ==<br />
The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as [[Connector]]s. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways. <br />
<br />
== Usage ==<br />
The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the Connector, these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as [[Conveyor]]s or Connectors as they will count as a single ship grid.<br />
<br />
Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.<br />
<br />
=== Decoupling ===<br />
For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.<br />
<br />
For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if [[World_Settings#Station_Voxel_Support|Station Voxel Support]] is disabled in the world).<br />
<br />
=== Indicators ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! colspan="2"| Merge Block Status <br />
|-<br />
!style="text-align:center;"| Color !!style="text-align:center;"| Status<br />
|-<br />
|| [[File:Merge_Front_Indicator_white.png]] || Merge Block is powered and ready to make a connection to another powered Merge Block.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Green.png]] || Merge Block is connected to a powered Merge Block. The connection established is also locked (engaged) and capable of bearing a physical load to retain the connection.<br />
|- <br />
| [[File:Air_Vent_Front_Indicator_Yellow.png]] || Merge Block is powered, and is within proximity of making a connection to another Merge Block.<br />
|-<br />
| [[File:Air_Vent_Front_Indicator_Red.png]] || Merge Block is unpowered (disengaged) and electrically disconnected from any other Merge Blocks within mating proximity.<br />
|}<br />
<br />
== Media ==<br />
[[File:Merge_Block_Merge01.jpg|Merge Blocks Before Update 01.165<br />
|500px]]<br />
<br />
== Tips ==<br />
* You can use merge blocks for anything, it doesn't simply have to be about docking or keeping something from flying away.<br />
* Merge blocks are airtight by itself, and also when merged with other merge blocks. This can be used to create a pressurized path between ship to ship, or ship to station.<br />
* If a block other than the merge blocks merges with the other ship, that block must be removed in order to detatch.<br />
* To transfer cargo while merged together, use two [[Connector]]s. They will not merge when both grids come together. Just remember to "connect" them both.<br />
<br />
== Known Issues ==<br />
* If the merge blocks are too close to the hull when they attach/detach, it can cause minor damage or deformation to the 4 surrounding blocks around them.<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Merge_Block|Action List - Merge Block]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.033]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Merge Block introduced.<br />
|}</div>Threadhttp://spaceengineerswiki.com/index.php?title=File:Merge_Front_Indicator_white.png&diff=23101File:Merge Front Indicator white.png2018-10-26T13:50:38Z<p>Thread: White Icon</p>
<hr />
<div>White Icon</div>Threadhttp://spaceengineerswiki.com/index.php?title=Laser_Antenna&diff=23100Laser Antenna2018-10-26T13:38:34Z<p>Thread: ~ destubbify - the other articles on this wiki have about the same amount of content and are not flagged</p>
<hr />
<div>{{itembox<br />
| item = Laser Antenna<br />
| description = Used to broadcast a communication between two ship or station.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 50<br />
| lpowerconsumption = 0.576<br />
| lpowerstandby = 0.186<br />
| lresourcesinkgroup = Utility<br />
| lairtightness = sometimes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 10<br />
| lcomponent2 = Bulletproof Glass<br />
| lcomponent2amt = 4<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 50<br />
| lcomponent4 = Superconductor Component<br />
| lcomponent4amt = 100<br />
| lcomponent5 = Radio-Communication Components<br />
| lcomponent5amt = 20<br />
| lcomponent6 = Detector Components<br />
| lcomponent6amt = 30<br />
| lcomponent7 = Motor<br />
| lcomponent7amt = 16<br />
| lcomponent8 = Construction Component<br />
| lcomponent8amt = 40<br />
| lcomponent9 = Steel Plate<br />
| lcomponent9amt = 40<br />
| lwidth = 1<br />
| lheight = 2<br />
| ldepth = 1<br />
<br />
| sbuildtime = 20<br />
| spowerconsumption = 0.18<br />
| spowerstandby = 0.06<br />
| sresourcesinkgroup = Utility<br />
| sairtightness = no<br />
| scomponentstructure = 3<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 4<br />
| scomponent2 = Bulletproof Glass<br />
| scomponent2amt = 2<br />
| scomponent3 = Computer<br />
| scomponent3amt = 30<br />
| scomponent4 = Superconductor Component<br />
| scomponent4amt = 10<br />
| scomponent5 = Radio-Communication Components<br />
| scomponent5amt = 5<br />
| scomponent6 = Motor<br />
| scomponent6amt = 5<br />
| scomponent7 = Construction Component<br />
| scomponent7amt = 10<br />
| scomponent8 = Small Steel Tube<br />
| scomponent8amt = 10<br />
| scomponent9 = Steel Plate<br />
| scomponent9amt = 6<br />
| swidth = 3<br />
| sheight = 3<br />
| sdepth = 3<br />
<br />
| version = 01.105<br />
}}<br />
<br />
== Overview ==<br />
The Laser Antenna is a block capable of establishing a communication link between two units. Contrary to the [[Antenna]], it does not broadcast the ship/station name of the specific systems it is on, giving an advantage on PvP servers - communication between two different locations without revealing the position of either. However, as their name would suggest, Laser Antennae must have a clear line of sight between them, at a maximum range of 200km (this allows secret communications between Earth and the Moon, for example, which are approximately 160km apart on [[Scenarios|Easy Start Earth]]). Players, Ships, Stations and Asteroid present in the direction of two Laser Antenna facing each other will disrupt the communication until the path is cleared.<br />
<br />
The Laser Antenna can also relay the signal of other antennae within its range as long as another Antenna or Laser Antenna are present within the same system.<br />
<br />
== Usage ==<br />
Unlike the [[Antenna]], the Laser Antenna does not broadcast its location. The maximum power demand on the large ships and stations for the Laser Antenna is 300x higher compared to the antenna. The ability to not publicly broadcast its location comes at a cost; with lesser range, direction limitation, more power usage and a requirement of a clear line of sight; The laser Antenna can only connect itself with another one to establish a link, reducing the amount of controlled remote system to one, the path between two linked Laser Antennae must be clear and the direction is limited by it own base, making it impossible to broadcast at full 360 degree range.<br />
You also cannot control remote structure directly from the control panel, you must sit in a cockpit or control station.<br />
<br />
{| class="wikitable"<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Type'''<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Maximum Range'''<br />
| scope="row" colspan="3" style="text-align:center;"|'''Power usage'''<br />
|-<br />
| style="text-align:center;"| Connection established<br />
| style="text-align:center;"| Idle<br />
| style="text-align:center;"| Turning to face connection<br />
|-<br />
| style="text-align:center;"| Small Ship<br />
| style="text-align:center;"| 20000 m<br />
| style="text-align:center;"| 180 kW<br />
| style="text-align:center;"| 60 kW<br />
| style="text-align:center;"| 1 kW<br />
|-<br />
| style="text-align:center;"| Large Ship / Station<br />
| style="text-align:center;"| 200000 m<br />
| style="text-align:center;"| 576 kW<br />
| style="text-align:center;"| 186 kW<br />
| style="text-align:center;"| 1 kW<br />
|}<br />
<br />
=== Establishing a connection ===<br />
In order to connect two grids, both have to be powered and both laser antennas need to be within direct line of sight.<br />
There are two ways to connect:<br />
<br />
# Establishing a connection - Via a Terminal block, the player may simply paste the coordinates of the target Laser Antenna to connect to, and press &lt;Connect&gt;. If both are in direct line of sight and range then they will face each other and connect. The same terminal allows the player to copy the antenna's coordinates.<br />
# Automating the connection - Via an in-game script it is possible to [[Programmable Block|automate]] step one and let the script do the job. Antennas must still be within range and direct line of sight.<br />
<br />
A permanent connection can be made by ticking the corresponding checkbox in the terminal (or if a script set it to true). In which case if the connection is lost both antennas will try to reconnect. Note that if the connection was lost because one of the grids moved out of range then the antennas themselves are not capable of moving the departing grid back to position. Here too, a script can be used to detect that the antenna is out of range, and attempt to move closer to the last known location of the other antenna. However, the moment both antennas are in range and achieve line of sight again they will automatically reconnect without the need of player intervention or a script.<br />
<br />
=== Remote Access ===<br />
The laser antenna functions similar to that of [[Antenna]] block in which you can control ships and stations remotely from extreme distances, provided you have a direct line of sight connection between both laser antenna blocks. After a connection is made, similar to how control over a regular antenna, the player simply scrolls down and locates the [[Remote Control Block]]. The only condition to this is that the player must be seated on the ship or station with the laser antenna in order to gain access to the other ship it is connected to.<br />
<br />
See the Programming section on script-controlling vast quantities of remote fleets.<br />
<br />
== Tips ==<br />
<br />
<br />
== Media ==<br />
[[File:Laser antenna.jpg|none|thumb|350px|Large laser antenna (left), and Small laser antenna (right)]]<br />
<br />
== Known Issues ==<br />
<br />
== Programming ==<br />
<br />
There is an insightful discussion on [https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/453 Keen's GitHub web page] on Programmable block communication scripting and other antenna hacks (from 2015-Oct to 2016-Jul).<br />
<br />
Valuable information on "Programmable Block Inter-Grid Communication Guide" also appears in the programming section of the [[Antenna]] page.<br />
<br />
== Related Items ==<br />
* [[Antenna]]<br />
* [[Beacon]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: center;width: 8%"| [[Update 01.072]] ||style="padding-left: 10px;padding-right: 10px;"| Laser Antenna introduced.<br />
|}<br />
<br />
</div></div>Threadhttp://spaceengineerswiki.com/index.php?title=Laser_Antenna&diff=23099Laser Antenna2018-10-26T13:37:07Z<p>Thread: /* Establishing a connection */ ~ grammar</p>
<hr />
<div>{{itembox<br />
| item = Laser Antenna<br />
| description = Used to broadcast a communication between two ship or station.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 50<br />
| lpowerconsumption = 0.576<br />
| lpowerstandby = 0.186<br />
| lresourcesinkgroup = Utility<br />
| lairtightness = sometimes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 10<br />
| lcomponent2 = Bulletproof Glass<br />
| lcomponent2amt = 4<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 50<br />
| lcomponent4 = Superconductor Component<br />
| lcomponent4amt = 100<br />
| lcomponent5 = Radio-Communication Components<br />
| lcomponent5amt = 20<br />
| lcomponent6 = Detector Components<br />
| lcomponent6amt = 30<br />
| lcomponent7 = Motor<br />
| lcomponent7amt = 16<br />
| lcomponent8 = Construction Component<br />
| lcomponent8amt = 40<br />
| lcomponent9 = Steel Plate<br />
| lcomponent9amt = 40<br />
| lwidth = 1<br />
| lheight = 2<br />
| ldepth = 1<br />
<br />
| sbuildtime = 20<br />
| spowerconsumption = 0.18<br />
| spowerstandby = 0.06<br />
| sresourcesinkgroup = Utility<br />
| sairtightness = no<br />
| scomponentstructure = 3<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 4<br />
| scomponent2 = Bulletproof Glass<br />
| scomponent2amt = 2<br />
| scomponent3 = Computer<br />
| scomponent3amt = 30<br />
| scomponent4 = Superconductor Component<br />
| scomponent4amt = 10<br />
| scomponent5 = Radio-Communication Components<br />
| scomponent5amt = 5<br />
| scomponent6 = Motor<br />
| scomponent6amt = 5<br />
| scomponent7 = Construction Component<br />
| scomponent7amt = 10<br />
| scomponent8 = Small Steel Tube<br />
| scomponent8amt = 10<br />
| scomponent9 = Steel Plate<br />
| scomponent9amt = 6<br />
| swidth = 3<br />
| sheight = 3<br />
| sdepth = 3<br />
<br />
| version = 01.105<br />
}}<br />
{{stub}}<br />
<br />
== Overview ==<br />
The Laser Antenna is a block capable of establishing a communication link between two units. Contrary to the [[Antenna]], it does not broadcast the ship/station name of the specific systems it is on, giving an advantage on PvP servers - communication between two different locations without revealing the position of either. However, as their name would suggest, Laser Antennae must have a clear line of sight between them, at a maximum range of 200km (this allows secret communications between Earth and the Moon, for example, which are approximately 160km apart on [[Scenarios|Easy Start Earth]]). Players, Ships, Stations and Asteroid present in the direction of two Laser Antenna facing each other will disrupt the communication until the path is cleared.<br />
<br />
The Laser Antenna can also relay the signal of other antennae within its range as long as another Antenna or Laser Antenna are present within the same system.<br />
<br />
== Usage ==<br />
Unlike the [[Antenna]], the Laser Antenna does not broadcast its location. The maximum power demand on the large ships and stations for the Laser Antenna is 300x higher compared to the antenna. The ability to not publicly broadcast its location comes at a cost; with lesser range, direction limitation, more power usage and a requirement of a clear line of sight; The laser Antenna can only connect itself with another one to establish a link, reducing the amount of controlled remote system to one, the path between two linked Laser Antennae must be clear and the direction is limited by it own base, making it impossible to broadcast at full 360 degree range.<br />
You also cannot control remote structure directly from the control panel, you must sit in a cockpit or control station.<br />
<br />
{| class="wikitable"<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Type'''<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Maximum Range'''<br />
| scope="row" colspan="3" style="text-align:center;"|'''Power usage'''<br />
|-<br />
| style="text-align:center;"| Connection established<br />
| style="text-align:center;"| Idle<br />
| style="text-align:center;"| Turning to face connection<br />
|-<br />
| style="text-align:center;"| Small Ship<br />
| style="text-align:center;"| 20000 m<br />
| style="text-align:center;"| 180 kW<br />
| style="text-align:center;"| 60 kW<br />
| style="text-align:center;"| 1 kW<br />
|-<br />
| style="text-align:center;"| Large Ship / Station<br />
| style="text-align:center;"| 200000 m<br />
| style="text-align:center;"| 576 kW<br />
| style="text-align:center;"| 186 kW<br />
| style="text-align:center;"| 1 kW<br />
|}<br />
<br />
=== Establishing a connection ===<br />
In order to connect two grids, both have to be powered and both laser antennas need to be within direct line of sight.<br />
There are two ways to connect:<br />
<br />
# Establishing a connection - Via a Terminal block, the player may simply paste the coordinates of the target Laser Antenna to connect to, and press &lt;Connect&gt;. If both are in direct line of sight and range then they will face each other and connect. The same terminal allows the player to copy the antenna's coordinates.<br />
# Automating the connection - Via an in-game script it is possible to [[Programmable Block|automate]] step one and let the script do the job. Antennas must still be within range and direct line of sight.<br />
<br />
A permanent connection can be made by ticking the corresponding checkbox in the terminal (or if a script set it to true). In which case if the connection is lost both antennas will try to reconnect. Note that if the connection was lost because one of the grids moved out of range then the antennas themselves are not capable of moving the departing grid back to position. Here too, a script can be used to detect that the antenna is out of range, and attempt to move closer to the last known location of the other antenna. However, the moment both antennas are in range and achieve line of sight again they will automatically reconnect without the need of player intervention or a script.<br />
<br />
=== Remote Access ===<br />
The laser antenna functions similar to that of [[Antenna]] block in which you can control ships and stations remotely from extreme distances, provided you have a direct line of sight connection between both laser antenna blocks. After a connection is made, similar to how control over a regular antenna, the player simply scrolls down and locates the [[Remote Control Block]]. The only condition to this is that the player must be seated on the ship or station with the laser antenna in order to gain access to the other ship it is connected to.<br />
<br />
See the Programming section on script-controlling vast quantities of remote fleets.<br />
<br />
== Tips ==<br />
<br />
<br />
== Media ==<br />
[[File:Laser antenna.jpg|none|thumb|350px|Large laser antenna (left), and Small laser antenna (right)]]<br />
<br />
== Known Issues ==<br />
<br />
== Programming ==<br />
<br />
There is an insightful discussion on [https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/453 Keen's GitHub web page] on Programmable block communication scripting and other antenna hacks (from 2015-Oct to 2016-Jul).<br />
<br />
Valuable information on "Programmable Block Inter-Grid Communication Guide" also appears in the programming section of the [[Antenna]] page.<br />
<br />
== Related Items ==<br />
* [[Antenna]]<br />
* [[Beacon]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: center;width: 8%"| [[Update 01.072]] ||style="padding-left: 10px;padding-right: 10px;"| Laser Antenna introduced.<br />
|}<br />
<br />
</div></div>Threadhttp://spaceengineerswiki.com/index.php?title=Laser_Antenna&diff=23098Laser Antenna2018-10-26T13:32:44Z<p>Thread: /* Programming */ ~ grammar</p>
<hr />
<div>{{itembox<br />
| item = Laser Antenna<br />
| description = Used to broadcast a communication between two ship or station.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 50<br />
| lpowerconsumption = 0.576<br />
| lpowerstandby = 0.186<br />
| lresourcesinkgroup = Utility<br />
| lairtightness = sometimes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 10<br />
| lcomponent2 = Bulletproof Glass<br />
| lcomponent2amt = 4<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 50<br />
| lcomponent4 = Superconductor Component<br />
| lcomponent4amt = 100<br />
| lcomponent5 = Radio-Communication Components<br />
| lcomponent5amt = 20<br />
| lcomponent6 = Detector Components<br />
| lcomponent6amt = 30<br />
| lcomponent7 = Motor<br />
| lcomponent7amt = 16<br />
| lcomponent8 = Construction Component<br />
| lcomponent8amt = 40<br />
| lcomponent9 = Steel Plate<br />
| lcomponent9amt = 40<br />
| lwidth = 1<br />
| lheight = 2<br />
| ldepth = 1<br />
<br />
| sbuildtime = 20<br />
| spowerconsumption = 0.18<br />
| spowerstandby = 0.06<br />
| sresourcesinkgroup = Utility<br />
| sairtightness = no<br />
| scomponentstructure = 3<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 4<br />
| scomponent2 = Bulletproof Glass<br />
| scomponent2amt = 2<br />
| scomponent3 = Computer<br />
| scomponent3amt = 30<br />
| scomponent4 = Superconductor Component<br />
| scomponent4amt = 10<br />
| scomponent5 = Radio-Communication Components<br />
| scomponent5amt = 5<br />
| scomponent6 = Motor<br />
| scomponent6amt = 5<br />
| scomponent7 = Construction Component<br />
| scomponent7amt = 10<br />
| scomponent8 = Small Steel Tube<br />
| scomponent8amt = 10<br />
| scomponent9 = Steel Plate<br />
| scomponent9amt = 6<br />
| swidth = 3<br />
| sheight = 3<br />
| sdepth = 3<br />
<br />
| version = 01.105<br />
}}<br />
{{stub}}<br />
<br />
== Overview ==<br />
The Laser Antenna is a block capable of establishing a communication link between two units. Contrary to the [[Antenna]], it does not broadcast the ship/station name of the specific systems it is on, giving an advantage on PvP servers - communication between two different locations without revealing the position of either. However, as their name would suggest, Laser Antennae must have a clear line of sight between them, at a maximum range of 200km (this allows secret communications between Earth and the Moon, for example, which are approximately 160km apart on [[Scenarios|Easy Start Earth]]). Players, Ships, Stations and Asteroid present in the direction of two Laser Antenna facing each other will disrupt the communication until the path is cleared.<br />
<br />
The Laser Antenna can also relay the signal of other antennae within its range as long as another Antenna or Laser Antenna are present within the same system.<br />
<br />
== Usage ==<br />
Unlike the [[Antenna]], the Laser Antenna does not broadcast its location. The maximum power demand on the large ships and stations for the Laser Antenna is 300x higher compared to the antenna. The ability to not publicly broadcast its location comes at a cost; with lesser range, direction limitation, more power usage and a requirement of a clear line of sight; The laser Antenna can only connect itself with another one to establish a link, reducing the amount of controlled remote system to one, the path between two linked Laser Antennae must be clear and the direction is limited by it own base, making it impossible to broadcast at full 360 degree range.<br />
You also cannot control remote structure directly from the control panel, you must sit in a cockpit or control station.<br />
<br />
{| class="wikitable"<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Type'''<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Maximum Range'''<br />
| scope="row" colspan="3" style="text-align:center;"|'''Power usage'''<br />
|-<br />
| style="text-align:center;"| Connection established<br />
| style="text-align:center;"| Idle<br />
| style="text-align:center;"| Turning to face connection<br />
|-<br />
| style="text-align:center;"| Small Ship<br />
| style="text-align:center;"| 20000 m<br />
| style="text-align:center;"| 180 kW<br />
| style="text-align:center;"| 60 kW<br />
| style="text-align:center;"| 1 kW<br />
|-<br />
| style="text-align:center;"| Large Ship / Station<br />
| style="text-align:center;"| 200000 m<br />
| style="text-align:center;"| 576 kW<br />
| style="text-align:center;"| 186 kW<br />
| style="text-align:center;"| 1 kW<br />
|}<br />
<br />
=== Establishing a connection ===<br />
In order to connect two grids, both have to be powered and both laser antennas need to be within direct line of sight.<br />
There are two ways to connect:<br />
<br />
# Establishing a connection - Via a Terminal block, the player may simply paste the coordinates of the target Laser Antenna to connect to, and press &lt;Connect&gt;. If both are in direct line of sight and range then they will face each other and connect. The same terminal allows the player to copy the antenna's coordinates.<br />
# Automating the connection - Via an in-game script it is possible to [[Programmable Block|automate]] step one and let the script do the job. Antennas must still be within range and direct line of sight.<br />
<br />
A permanent connection can be made by ticking the corresponding checkbox in the terminal (or if a script set it to true).<br />
In which case if connection is lost both antennas will try to reconnect.<br />
Do note that if the connection was lost because one of the grids moved away then the antennas cannot move the grid back to position.<br />
Here too, a script can be used to detect that the antenna is out of range, and attempt to move closer to the last known location of the other antenna.<br />
The moment both antennas are in range and line of sight they will automatically reconnect without the need of plyer intervation or script.<br />
<br />
=== Remote Access ===<br />
The laser antenna functions similar to that of [[Antenna]] block in which you can control ships and stations remotely from extreme distances, provided you have a direct line of sight connection between both laser antenna blocks. After a connection is made, similar to how control over a regular antenna, the player simply scrolls down and locates the [[Remote Control Block]]. The only condition to this is that the player must be seated on the ship or station with the laser antenna in order to gain access to the other ship it is connected to.<br />
<br />
See the Programming section on script-controlling vast quantities of remote fleets.<br />
<br />
== Tips ==<br />
<br />
<br />
== Media ==<br />
[[File:Laser antenna.jpg|none|thumb|350px|Large laser antenna (left), and Small laser antenna (right)]]<br />
<br />
== Known Issues ==<br />
<br />
== Programming ==<br />
<br />
There is an insightful discussion on [https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/453 Keen's GitHub web page] on Programmable block communication scripting and other antenna hacks (from 2015-Oct to 2016-Jul).<br />
<br />
Valuable information on "Programmable Block Inter-Grid Communication Guide" also appears in the programming section of the [[Antenna]] page.<br />
<br />
== Related Items ==<br />
* [[Antenna]]<br />
* [[Beacon]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: center;width: 8%"| [[Update 01.072]] ||style="padding-left: 10px;padding-right: 10px;"| Laser Antenna introduced.<br />
|}<br />
<br />
</div></div>Threadhttp://spaceengineerswiki.com/index.php?title=Laser_Antenna&diff=23097Laser Antenna2018-10-26T13:20:34Z<p>Thread: /* Establishing a connection */ ~ formatting</p>
<hr />
<div>{{itembox<br />
| item = Laser Antenna<br />
| description = Used to broadcast a communication between two ship or station.<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| lbuildtime = 50<br />
| lpowerconsumption = 0.576<br />
| lpowerstandby = 0.186<br />
| lresourcesinkgroup = Utility<br />
| lairtightness = sometimes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 10<br />
| lcomponent2 = Bulletproof Glass<br />
| lcomponent2amt = 4<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 50<br />
| lcomponent4 = Superconductor Component<br />
| lcomponent4amt = 100<br />
| lcomponent5 = Radio-Communication Components<br />
| lcomponent5amt = 20<br />
| lcomponent6 = Detector Components<br />
| lcomponent6amt = 30<br />
| lcomponent7 = Motor<br />
| lcomponent7amt = 16<br />
| lcomponent8 = Construction Component<br />
| lcomponent8amt = 40<br />
| lcomponent9 = Steel Plate<br />
| lcomponent9amt = 40<br />
| lwidth = 1<br />
| lheight = 2<br />
| ldepth = 1<br />
<br />
| sbuildtime = 20<br />
| spowerconsumption = 0.18<br />
| spowerstandby = 0.06<br />
| sresourcesinkgroup = Utility<br />
| sairtightness = no<br />
| scomponentstructure = 3<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 4<br />
| scomponent2 = Bulletproof Glass<br />
| scomponent2amt = 2<br />
| scomponent3 = Computer<br />
| scomponent3amt = 30<br />
| scomponent4 = Superconductor Component<br />
| scomponent4amt = 10<br />
| scomponent5 = Radio-Communication Components<br />
| scomponent5amt = 5<br />
| scomponent6 = Motor<br />
| scomponent6amt = 5<br />
| scomponent7 = Construction Component<br />
| scomponent7amt = 10<br />
| scomponent8 = Small Steel Tube<br />
| scomponent8amt = 10<br />
| scomponent9 = Steel Plate<br />
| scomponent9amt = 6<br />
| swidth = 3<br />
| sheight = 3<br />
| sdepth = 3<br />
<br />
| version = 01.105<br />
}}<br />
{{stub}}<br />
<br />
== Overview ==<br />
The Laser Antenna is a block capable of establishing a communication link between two units. Contrary to the [[Antenna]], it does not broadcast the ship/station name of the specific systems it is on, giving an advantage on PvP servers - communication between two different locations without revealing the position of either. However, as their name would suggest, Laser Antennae must have a clear line of sight between them, at a maximum range of 200km (this allows secret communications between Earth and the Moon, for example, which are approximately 160km apart on [[Scenarios|Easy Start Earth]]). Players, Ships, Stations and Asteroid present in the direction of two Laser Antenna facing each other will disrupt the communication until the path is cleared.<br />
<br />
The Laser Antenna can also relay the signal of other antennae within its range as long as another Antenna or Laser Antenna are present within the same system.<br />
<br />
== Usage ==<br />
Unlike the [[Antenna]], the Laser Antenna does not broadcast its location. The maximum power demand on the large ships and stations for the Laser Antenna is 300x higher compared to the antenna. The ability to not publicly broadcast its location comes at a cost; with lesser range, direction limitation, more power usage and a requirement of a clear line of sight; The laser Antenna can only connect itself with another one to establish a link, reducing the amount of controlled remote system to one, the path between two linked Laser Antennae must be clear and the direction is limited by it own base, making it impossible to broadcast at full 360 degree range.<br />
You also cannot control remote structure directly from the control panel, you must sit in a cockpit or control station.<br />
<br />
{| class="wikitable"<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Type'''<br />
| scope="col" rowspan="2" style="text-align:center;"| '''Maximum Range'''<br />
| scope="row" colspan="3" style="text-align:center;"|'''Power usage'''<br />
|-<br />
| style="text-align:center;"| Connection established<br />
| style="text-align:center;"| Idle<br />
| style="text-align:center;"| Turning to face connection<br />
|-<br />
| style="text-align:center;"| Small Ship<br />
| style="text-align:center;"| 20000 m<br />
| style="text-align:center;"| 180 kW<br />
| style="text-align:center;"| 60 kW<br />
| style="text-align:center;"| 1 kW<br />
|-<br />
| style="text-align:center;"| Large Ship / Station<br />
| style="text-align:center;"| 200000 m<br />
| style="text-align:center;"| 576 kW<br />
| style="text-align:center;"| 186 kW<br />
| style="text-align:center;"| 1 kW<br />
|}<br />
<br />
=== Establishing a connection ===<br />
In order to connect two grids, both have to be powered and both laser antennas need to be within direct line of sight.<br />
There are two ways to connect:<br />
<br />
# Establishing a connection - Via a Terminal block, the player may simply paste the coordinates of the target Laser Antenna to connect to, and press &lt;Connect&gt;. If both are in direct line of sight and range then they will face each other and connect. The same terminal allows the player to copy the antenna's coordinates.<br />
# Automating the connection - Via an in-game script it is possible to [[Programmable Block|automate]] step one and let the script do the job. Antennas must still be within range and direct line of sight.<br />
<br />
A permanent connection can be made by ticking the corresponding checkbox in the terminal (or if a script set it to true).<br />
In which case if connection is lost both antennas will try to reconnect.<br />
Do note that if the connection was lost because one of the grids moved away then the antennas cannot move the grid back to position.<br />
Here too, a script can be used to detect that the antenna is out of range, and attempt to move closer to the last known location of the other antenna.<br />
The moment both antennas are in range and line of sight they will automatically reconnect without the need of plyer intervation or script.<br />
<br />
=== Remote Access ===<br />
The laser antenna functions similar to that of [[Antenna]] block in which you can control ships and stations remotely from extreme distances, provided you have a direct line of sight connection between both laser antenna blocks. After a connection is made, similar to how control over a regular antenna, the player simply scrolls down and locates the [[Remote Control Block]]. The only condition to this is that the player must be seated on the ship or station with the laser antenna in order to gain access to the other ship it is connected to.<br />
<br />
See the Programming section on script-controlling vast quantities of remote fleets.<br />
<br />
== Tips ==<br />
<br />
<br />
== Media ==<br />
[[File:Laser antenna.jpg|none|thumb|350px|Large laser antenna (left), and Small laser antenna (right)]]<br />
<br />
== Known Issues ==<br />
<br />
== Programming ==<br />
<br />
There is an insightful discussion on a [https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/453 Keen Github web page] on PB communication scripting and other antennas hacks (from 2015-Oct to 2016-Jul).<br />
<br />
Valuable information on "Programmable Block Inter-Grid Communication Guide" also appears in the programming section of the [[Antenna]] page.<br />
<br />
== Related Items ==<br />
* [[Antenna]]<br />
* [[Beacon]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: center;width: 8%"| [[Update 01.072]] ||style="padding-left: 10px;padding-right: 10px;"| Laser Antenna introduced.<br />
|}<br />
<br />
</div></div>Threadhttp://spaceengineerswiki.com/index.php?title=Merge_Block&diff=23096Merge Block2018-10-26T13:06:21Z<p>Thread: /* Usage */ ~ Connector is already linked in the Overview</p>
<hr />
<div>{{itembox<br />
| item = Merge Block<br />
| description = Used to combine multiple ships into one on a semi-permanent basis<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 12<br />
| sairtightness = yes<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 3<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Small Steel Tube<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| sheight = 1<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 20<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 7<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Large Steel Tube<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Small Steel Tube<br />
| lcomponent5amt = 6<br />
| lcomponent6 = Motor<br />
| lcomponent6amt = 2<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 15<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 5<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.033.006<br />
}}<br />
<br />
== Overview ==<br />
The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as [[Connector]]s. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways. <br />
<br />
== Usage ==<br />
The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the Connector, these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as [[Conveyor]]s or Connectors as they will count as a single ship grid.<br />
<br />
Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.<br />
<br />
=== Decoupling ===<br />
For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.<br />
<br />
For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if [[World_Settings#Station_Voxel_Support|Station Voxel Support]] is disabled in the world).<br />
<br />
== Media ==<br />
[[File:Merge_Block_Merge01.jpg|Merge Blocks Before Update 01.165<br />
|500px]]<br />
<br />
== Tips ==<br />
* You can use merge blocks for anything, it doesn't simply have to be about docking or keeping something from flying away.<br />
* Merge blocks are airtight by itself, and also when merged with other merge blocks. This can be used to create a pressurized path between ship to ship, or ship to station.<br />
* If a block other than the merge blocks merges with the other ship, that block must be removed in order to detatch.<br />
* To transfer cargo while merged together, use two [[Connector]]s. They will not merge when both grids come together. Just remember to "connect" them both.<br />
<br />
== Known Issues ==<br />
* If the merge blocks are too close to the hull when they attach/detach, it can cause minor damage or deformation to the 4 surrounding blocks around them.<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Merge_Block|Action List - Merge Block]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.033]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Merge Block introduced.<br />
|}</div>Threadhttp://spaceengineerswiki.com/index.php?title=Merge_Block&diff=23095Merge Block2018-10-26T13:04:38Z<p>Thread: /* Decoupling */ ~ grammar fix</p>
<hr />
<div>{{itembox<br />
| item = Merge Block<br />
| description = Used to combine multiple ships into one on a semi-permanent basis<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 12<br />
| sairtightness = yes<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 3<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Small Steel Tube<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 1<br />
| scomponent5 = Construction Component<br />
| scomponent5amt = 1<br />
| scomponent6 = Steel Plate<br />
| scomponent6amt = 1<br />
| sheight = 1<br />
| swidth = 3<br />
| sdepth = 3<br />
<br />
| lbuildtime = 20<br />
| lairtightness = yes<br />
| lcomponentstructure = 3<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 7<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 2<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Large Steel Tube<br />
| lcomponent4amt = 1<br />
| lcomponent5 = Small Steel Tube<br />
| lcomponent5amt = 6<br />
| lcomponent6 = Motor<br />
| lcomponent6amt = 2<br />
| lcomponent7 = Construction Component<br />
| lcomponent7amt = 15<br />
| lcomponent8 = Steel Plate<br />
| lcomponent8amt = 5<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
| version = 01.033.006<br />
}}<br />
<br />
== Overview ==<br />
The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as [[Connector]]s. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways. <br />
<br />
== Usage ==<br />
The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the [[Connector]], these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as [[Conveyor]]s or [[Connector]]s as they will count as a single ship grid.<br />
<br />
Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.<br />
<br />
=== Decoupling ===<br />
For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.<br />
<br />
For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if [[World_Settings#Station_Voxel_Support|Station Voxel Support]] is disabled in the world).<br />
<br />
== Media ==<br />
[[File:Merge_Block_Merge01.jpg|Merge Blocks Before Update 01.165<br />
|500px]]<br />
<br />
== Tips ==<br />
* You can use merge blocks for anything, it doesn't simply have to be about docking or keeping something from flying away.<br />
* Merge blocks are airtight by itself, and also when merged with other merge blocks. This can be used to create a pressurized path between ship to ship, or ship to station.<br />
* If a block other than the merge blocks merges with the other ship, that block must be removed in order to detatch.<br />
* To transfer cargo while merged together, use two [[Connector]]s. They will not merge when both grids come together. Just remember to "connect" them both.<br />
<br />
== Known Issues ==<br />
* If the merge blocks are too close to the hull when they attach/detach, it can cause minor damage or deformation to the 4 surrounding blocks around them.<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Merge_Block|Action List - Merge Block]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.033]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Merge Block introduced.<br />
|}</div>Threadhttp://spaceengineerswiki.com/index.php?title=Remote_Control&diff=22441Remote Control2018-05-03T20:50:43Z<p>Thread: /* Remote Piloting */ + action bar assignments</p>
<hr />
<div>{{itembox<br />
| item = Remote Control<br />
| description = Allows the player to control a ship remotely from another location<br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 20<br />
| spowerconsumption = 0.0003<br />
| sdisassembleratio = 2.5<br />
| scomponentstructure = 2<br />
| scomponent1 = Interior Plate<br />
| scomponent1amt = 1<br />
| scomponent2 = Computer<br />
| scomponent2amt = 1<br />
| scomponent3 = Motor<br />
| scomponent3amt = 1<br />
| scomponent4 = Construction Component<br />
| scomponent4amt = 1<br />
| scomponent5 = Interior Plate<br />
| scomponent5amt = 1<br />
| sresourcesinkgroup = Utility<br />
| sairtightness = yes<br />
| sheight = 1<br />
| swidth = 1<br />
| sdepth = 1<br />
<br />
| lbuildtime = 50<br />
| lpowerconsumption = 0.0003<br />
| lcomponentstructure = 2<br />
| lcomponent1 = Interior Plate<br />
| lcomponent1amt = 5<br />
| lcomponent2 = Computer<br />
| lcomponent2amt = 15<br />
| lcomponent3 = Motor<br />
| lcomponent3amt = 1<br />
| lcomponent4 = Construction Component<br />
| lcomponent4amt = 10<br />
| lcomponent5 = Interior Plate<br />
| lcomponent5amt = 5<br />
| lresourcesinkgroup = Utility<br />
| lairtightness = sometimes<br />
| lheight = 1<br />
| lwidth = 1<br />
| ldepth = 1<br />
<br />
<br />
| version = 01.110<br />
}}<br />
<br />
== Overview ==<br />
The Remote Control block has two functions. One allows the player to directly access and control any [[Grid]] (any ship/station) from another location through [[Antenna]]s, and [[Laser Antenna]]s via the [[Terminal|Terminal Screen]]. The second feature of the Remote Control block is the autopilot. The autopilot is capable of flying precisely while avoiding objects to specific GPS coordinates, specified by the player. The autopilot has several features, such as triggered actions on waypoints, how it flies to its target, and more.<br />
<br />
== Usage ==<br />
<br />
=== Terminal ===<br />
* '''Control Thrusters''' - Allows the device to control the [[Thrusters]] for movement.<br />
* '''Control Wheels''' - Allows the device to control the thrusters for movement. This option is grayed out if no wheels are present. <br />
* '''Handbrake''' - Stops all the wheels, and prevents movement. This option is grayed out if no wheels are present<br />
* '''Inertia Dampeners''' - Enables/Disables [[Controls#Inertia_Dampeners|Inertia Dampeners]], which allow the ship to automatically stabilize itself.<br />
* '''Show Horizon and Altitude''' - Shows the Horizon and Altitude HUD indicators on the ship when remote controlling.<br />
* '''Control''' - Take control of the grid the block is placed onto. Normal ship [[Controls]] are used.<br />
<br />
=== Remote Piloting ===<br />
The remote control block can be directly controlled while on the same ship, or through [[Antenna]]s and [[Laser Antenna]]s. The player must locate the Remote Control block in the other ships [[Terminal]] list, then select '''Control'''. Once controlled, the ship/station in question performs normally - similar to how it would if the player was physically in a [[Cockpit]] (thruster control, gyroscope). However, with no 1st or 3rd person view; it is recommended (but not required) that the player install [[Camera]]s on the ship in order to see what they are doing. The camera can be placed in the action bar while controlling the other ship, and used on demand.<br />
The control direction (which way is up/forward etc) on the remote ship is determined by the orientation of the remote control block. Additionally, the action bar assignments in the cockpit of the remote ship will not be assigned to the action bar of the Remote Control block when remoting in. That is, new assignments must be made for remote sessions.<br />
<br />
=== Autopilot ===<br />
The autopilot is capable of flying to specific [[Terminal#GPS|GPS]] coordinates, and avoiding obstacles. It is able to also precisely fly carefully, if the option is enabled.<br />
<br />
* '''Autopilot''' - Activates the remote control block to automatically follow the designated coordinates.<br />
<br />
* '''Collision Avoidance''' - When enabled, the autopilot will avoid any obstacles between it, and its destination. The autopilot will not avoid players.<br />
<br />
* '''Precision Mode''' - The ship will fly slowly, and carefully toward its target. It will slowly accelerate, and decelerate further from its target.<br />
<br />
* '''Flight Mode''' - Currently there are three piloting modes:<br />
::''Patrol'' - Will follow waypoints in list in order. After reaching final target, it will go back up the waypoint list to the starting GPS coordinate. ''(Example: A->B->C - C->B->A)''<br />
::''Cycle'' - Autopilot will follow all waypoints, then return to the first waypoint and repeat.<br />
::''One-Way'' - Upon arriving at the final waypoint, it will stop, and disable autopilot mode.<br />
<br />
* '''Forward Direction''' - Determines the direction the ship will fly towards its target. The placement of the block determines its direction. Light indicator on block is the front.<br />
<br />
* '''Waypoints''' - List of selected waypoints the autopilot will follow. The list descends from first, to last on the bottom.<br />
<br />
* '''Setup Actions''' - Upon arriving at the selected waypoint, the player can setup actions to trigger. Each waypoint can have different actions triggered.<br />
<br />
* '''GPS Locations''' - This list shows the available waypoints for the remote control block. This list is taken from the interacting player's [[Terminal#GPS|GPS]] list.<br />
<br />
== Media ==<br />
[[File:RemoteControlBlock01.jpg|none|400px]]<br />
<br />
== Tips ==<br />
* Autopilot can be used for nearly anything, even mining. But take caution as it doesn't know to slow down if you tasked it with that.<br />
* The remote control block is the point centre point of the ship when it pilots it. So when going towards a GPS coordinate, it will line it up according to where the remote control block is placed.<br />
<br />
== Programming ==<br />
* [[Programming_Guide/Action_List#Remote_Control|Action List - Remote Control]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.047]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Remote Control added.<br />
|-<br />
|style="text-align: left;width: 8%"| ??? ||style="padding-left: 10px;padding-right: 10px;"|<br />
*You can now change the speed of your ship.<br />
|}<br />
<br />
</div><br />
<!--<br />
>> Unused content (Please do not remove, saving for another page) <<<br />
<br />
<br />
{| class="wikitable"<br />
!colspan="2" style="text-align:center;" | Example Tutorial<br />
|-<br />
|style="width: 530px;" | <ol><br />
<li value="1">In this example, we'll be turning this standard blue fighter, into a remote control drone using the remote control block.<br />
:[[File:RemoteControlBlock02.jpg|none|thumb|175px]]<br />
<li value="2">First we'll remove the original cockpit. This isn't necessary by any means, you may have both on the same time. But for our purposes; we're going to replace it with a remote control.<br />
:[[File:RemoteControlBlock03.jpg|none|thumb|175px]]<br />
<li value="3">Next we'll fill in the area with some light armor blocks; leaving a space for the remote control.<br />
:[[File:RemoteControlBlock04.jpg|none|thumb|175px]]<br />
<li value="4">Placed in the center is the remote control block.<br />
:[[File:RemoteControlBlock05.jpg|none|thumb|175px]]<br />
<li value="5">Now we'll cover it up with some armor.<br />
:[[File:RemoteControlBlock06.jpg|none|thumb|175px]]<br />
<li value="6">On top we'll also place an [[Antenna]], since it does not have one already. Antennas are needed in order to remotely access the drone from another location.<br />
:[[File:RemoteControlBlock07.jpg|none|thumb|175px]]<br />
<li value="7">Now that we have placed all the blocks needed, be sure to check the ship itself, and make sure the ownership is set to yourself. otherwise some systems may not respond when trying to remotely fly it.<br />
:[[File:RemoteControlBlock08.jpg|none|thumb|175px]]<br />
<li value="8">Lets now try to take command of the drone by first finding its ship within the [[Control Interface]] (selecting from the top left of the screen).<br />
:[[File:RemoteControlBlock09.jpg|none|thumb|175px]]<br />
<li value="9">Once in the small ships interface, look for the "remote control" block, and select it. Notice it is similar to the [[Cockpit]], or [[Flight Seat]] options, except for the large button below, "Control". Click this button.<br />
:[[File:RemoteControlBlock10.jpg|none|thumb|175px]]<br />
</ol><br />
|style="width: 530px;" | <ol><br />
<li value="10">Notice the menu has disappeared? Nothing appeared to have happened, but in fact, you are in direct control of your craft. The HUD is exactly the same. If you tried to move, you would only instead move the ship instead of your Space Engineer. You can test this for example by unlocking the fighters landing gear. (Default P)<br />
:[[File:RemoteControlBlock11.jpg|none|thumb|175px]]<br />
<li value="11">You'll see it switched to yellow, indicating you had remotely detached it from the floor. Right now, your able to control your craft, but cannot "see" anything from its point-of-view. To achieve this, we'll have to build a [[Camera]] on it. First you must exit remote control mode (Default "T")<br />
:[[File:RemoteControlBlock12.jpg|none|thumb|175px]]<br />
<li value="12">Looking at the front of our craft, we can see an ideal spot for it where the [[Spotlight]] is.<br />
:[[File:RemoteControlBlock13.jpg|none|thumb|175px]]<br />
<li value="13">Remove it, and place an armor block there. Then place a [[Camera]] block on top of it.<br />
:[[File:RemoteControlBlock14.jpg|none|thumb|175px]]<br />
<li value="14">Now that we have a camera blocked placed, we can now go back to the control interface and select the remote control block inside the small ship. Once you hit "Control" on the remote block, the menu will disappear, and again you are in control of your small ship. (See step 8) Now, we can use the camera. Go into your device menu (Default "G"), and scroll up. you'll see all your ships devices. Look for the Camera block, right-click it, and select the "View" option. <br />
:[[File:RemoteControlBlock15.jpg|none|thumb|175px]]<br />
<li value="15">You'll see it placed on the task-bar in the #1 slot. If you press the "1" key, you'll instantly be viewing the craft.<br />
:[[File:RemoteControlBlock16.jpg|none|thumb|175px]]<br />
<li value="16">You now have control & you can see what your small ship sees. You can unlock your landing gear, and proceed to move about.<br />
:[[File:RemoteControlBlock17.jpg|none|thumb|175px]]<br />
<li value="17">You can control everything inside the ship as if you were piloting it yourself. Selecting weapons for example<br />
:[[File:RemoteControlBlock18.jpg|none|thumb|175px]]<br />
<li value="18">You can fire them the same way, and any other tools you use will also function the same way. We now have a functioning remote control drone.<br />
{|<br />
|<br />
:[[File:RemoteControlBlock19.jpg|none|thumb|175px]]<br />
|<br />
[[File:RemoteControlBlock20.jpg|none|thumb|175px]]<br />
|}<br />
</ol><br />
|}<br />
--></div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=22162Projector Guide2018-02-21T21:51:34Z<p>Thread: /* Projectors As Permanent Repair Templates */ ~ revert one clarifying mark</p>
<hr />
<div>===Introduction===<br />
The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]] to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
===Projector block, blueprints in survival mode===<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
===Projection===<br />
* only one grid is supported (grids behind rotor are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
===Welding + Placing===<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
===Projectors As Permanent Repair Templates===<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* no part of the blueprint overlaps any existing structures you don't want to destroy.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
<br />
Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
<br />
Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
<br />
===Projector Orientation===<br />
Upper side (marked with +):<br />
<br />
[[File:Projector_2.jpeg]]<br />
<br />
Back side (marked with |):<br />
<br />
[[File:Projector_1.jpeg]]<br />
<br />
[[Category:Game Mechanics]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Welder_(Ship)&diff=22136Welder (Ship)2018-02-14T19:24:05Z<p>Thread: /* Overview */ ~ fix sentence fragment</p>
<hr />
<div>{{itembox<br />
| item = Welder (Ship)<br />
| description = Large ship welder that can aid in welding of ships. <br />
| tool = no<br />
| largeship = yes<br />
| smallship = yes<br />
| component = no<br />
| rawmaterial = no<br />
| material = no<br />
<br />
| sbuildtime = 20<br />
| spowerconsumption = .002<br />
| scomponentstructure = 4<br />
| scomponent1 = Steel Plate<br />
| scomponent1amt = 2<br />
| scomponent2 = Construction Component<br />
| scomponent2amt = 2<br />
| scomponent3 = Computer<br />
| scomponent3amt = 2<br />
| scomponent4 = Motor<br />
| scomponent4amt = 2<br />
| scomponent5 = Large Steel Tube<br />
| scomponent5amt = 1<br />
| scomponent6 = Small Steel Tube<br />
| scomponent6amt = 6<br />
| scomponent7 = Construction Component<br />
| scomponent7amt = 15<br />
| scomponent8 = Steel Plate<br />
| scomponent8amt = 10<br />
| swidth = 3<br />
| sheight = 3<br />
| sdepth = 6<br />
| sresourcesinkgroup = Defense<br />
| sairtightness = no<br />
| sstoragecapacity = (only components) 3375<br />
<br />
| lbuildtime = 25<br />
| lcomponentstructure = 4<br />
| lcomponent1 = Steel Plate<br />
| lcomponent1amt = 5<br />
| lcomponent2 = Construction Component<br />
| lcomponent2amt = 5<br />
| lcomponent3 = Computer<br />
| lcomponent3amt = 2<br />
| lcomponent4 = Motor<br />
| lcomponent4amt = 2<br />
| lcomponent5 = Large Steel Tube<br />
| lcomponent5amt = 1<br />
| lcomponent6 = Construction Component<br />
| lcomponent6amt = 25<br />
| lcomponent7 = Steel Plate<br />
| lcomponent7amt = 15<br />
| lwidth = 1<br />
| lheight = 1<br />
| ldepth = 2<br />
| lresourcesinkgroup = Defense<br />
| lairtightness = sometimes<br />
| lstoragecapacity = (only components) 15625<br />
<br />
| version = 01.172.001<br />
}}<br />
<br />
== Overview ==<br />
The Welder block functions as a larger version of the [[Welder (Tool)|Welder Tool]]. It assembles blocks it comes in contact with when turned on. However, it is on a larger scale/radius and can be placed on both large & small ships. When constructing blocks or components building materials are pulled from connected [[Cargo Container]]s or the welders internal inventory.<br />
<br />
== Usage ==<br />
The Welder is used to assemble blocks, and it'll retrieve the [[Components]] from neighboring connected [[Cargo Container]]s or its internal inventory. It's function is exactly the same as the [[Welder (Tool)|Welder Tool]], so it will assemble any blocks, provided the components are already placed there. It assembles blocks at an increased speed compared to the hand welder, and also it affects a 2-3 (large) block radius, making it faster overall.<br />
<br />
It should be noted however that the more blocks that are inside the radius of the welder, the slower it will assemble them. The weld speed is split evenly among all the blocks in its radius. The same principle is applied to small-ship blocks as well.<br />
<br />
The Welder has warning indicators on the tips for when it is in operation, which show in <span style="color:#ff0000"> red </span>. Caution should be used when operating the welder. Active welders (with lit indicators, not necessarily in the process of welding) damage players within their area of effect for 80% of health per second ''(4 hits per second for 20% each)''.<br />
<br />
=== Terminal ===<br />
* '''Help Others''' - Allows your welder to construct other blocks that aren't owned by you<br />
<br />
== Media ==<br />
{|<br />
| [[File:Welder_(Ship)_WelderShip01.jpg|400px|thumb|Large Ship Version of the Welder Block]] || [[File:Welder_(Ship)_WelderShip02.jpg|400px|thumb|Small Ship Version of the Welder Block]]<br />
|}<br />
<br />
== Tips ==<br />
* It takes drastically longer to weld 100 small ships blocks at once, than 10 small ship blocks. This is because the welder evenly builds all blocks inside its radius. So when the 100 small ship blocks are inside its radius, even though they are small ship blocks and require little resources to build, it will take 10x longer. The best solution is not more welders, but to slowly bring the welder across the object. It is faster to build 10-20 small blocks at a time, than 100 blocks at once.<br />
<br />
== Known Issues ==<br />
* When a player uses large amounts of welders anywhere in a sector, even outside rendering range, other players might experience small bits of lag while it is in operation.<br />
<br />
== Related Items ==<br />
* [[Drill]]<br />
* [[Grinder (Ship)|Grinder]]<br />
<br />
== Programming ==<br />
<br />
* [[Programming_Guide/Action_List#Welder|Action List - Welder]]<br />
<br />
== Update History ==<br />
<div style="-webkit-border-image: none;-webkit-box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;background-color: #eeeeee;border-bottom-color: #AFAFAF;border-bottom-left-radius: 3px;border-bottom-right-radius: 3px;border-bottom-style: solid;border-bottom-width: 1px;border-left-color: #AFAFAF;border-left-style: solid;border-left-width: 1px;border-right-color: #AFAFAF;border-right-style: solid;border-right-width: 1px;border-top-color: #AFAFAF;border-top-left-radius: 3px;border-top-right-radius: 3px;border-top-style: solid;border-top-width: 1px;box-shadow: rgba(0, 0, 0, 0.046875) 0px 1px 1px 0px inset;color: #333;display: block;font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;font-size: 1em;height: auto;line-height: 20px;margin-bottom: 5px;margin-left: 8px;margin-right: 8px;margin-top: 0px;min-height: 20px;padding-bottom: 4px;padding-left: 4px;padding-right: 4px;padding-top: 4px;width: auto;"><br />
{| class="wikitable" style="width: 100%"<br />
|style="text-align: left;width: 8%"| [[Update 01.173]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*fixed overly large radius for Ship Welder<br />
|-<br />
| [[Update 01.031]] ||style="padding-left: 10px;padding-right: 10px;"|<br />
*Welder introduced for both large and small ships.<br />
|}<br />
<br />
</div><br />
[[Category:Weapons and Tools]]</div>Threadhttp://spaceengineerswiki.com/index.php?title=Projector_Guide&diff=22135Projector Guide2018-02-13T15:47:19Z<p>Thread: /* Projectors As Permanent Repair Templates */ ~ clarification to simplify reading</p>
<hr />
<div>===Introduction===<br />
The [[Projector Block]], introduced in [[Update 01.058]], allows [[Blueprint]] to finally be used in [[Survival Mode]]. This block allows an image of the blueprinted ship to be projected and thus constructed in place.<br />
<br />
{{#ev:youtube|xr7bvjXOkac|500|center|The video that the below guide is taken from}}<br />
<br />
===Projector block, blueprints in survival mode===<br />
* players can select a blueprint to project in the projector control panel<br />
* projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)<br />
* players can see the build progress and statistics for the projected ship/station on the projector control panel<br />
* players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode<br />
<br />
===Projection===<br />
* only one grid is supported (grids behind rotor are not projected)<br />
* grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)<br />
* projection has no physics and it is not triggering sensors<br />
* projection is always attached and aligned to the projector grid and moves with it<br />
<br />
===Welding + Placing===<br />
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.<br />
* projected blocks can be placed/welded when projected block is in range of a welder <br />
* only blocks neighboring with existing blocks can be placed<br />
* when the projected block is colliding with anything else, it cannot be placed<br />
* it's possible to project a blueprint on any existing ship, to repair/rebuild it<br />
<br />
===Projectors As Permanent Repair Templates===<br />
While it's simple enough to set up an ''ad hoc'' projector to build a fresh ship from a blueprint, projectors can also be extremely useful to include permanently into a ship or station design, as a reference for repairing damage. The more sophisticated a ship is, or the more likely it is to become damaged, and therefore the more beneficial this is. Here's a brief guide to making the most of it.<br />
<br />
When designing a ship in Creative Mode, include a projector somewhere that is:<br />
* fairly unlikely to be damaged, such as deep in the center and/or shielded with heavy armor<br />
* oriented sensibly (e.g., projector's "cross" faces toward the top and "bar" faces toward the aft of the ship)<br />
* somewhat accessible by an engineer<br />
We'll call this the "repair projector". Accessible in this case means having enough adjacent empty space that you could build ''another'' projector (call it the "bootstrap projector") attached to it, along with whatever additional blocks would be needed to power, command, and secure the bootstrap projector, with minimal overlap of this assembly with the ship's structure. Do not, however, physically include the bootstrap projector in your ship design.<br />
<br />
Don't worry about any of the repair projector's settings until the rest of your design is complete; configuring it should be the ''very last'' thing you do when you are completely satisfied.<br />
<br />
Once you are finished with your ship design and build:<br />
# Create a blueprint of the ship with Ctrl-B.<br />
# Set the repair projector to project that new blueprint.<br />
# Set the projector to "Keep Projection: On". This is crucial, because otherwise the projector will clear its blueprint selection as soon as the projection is properly aligned. ("Show Only Buildable: On" may be helpful, but this is a matter of taste.)<br />
# Adjust the rotations and offsets until the projection aligns perfectly with the solid ship. Write all these values down for later reference.<br />
# With the projector block On, check that its status in the Terminal includes the word "Complete!", then be sure to turn the projector Off. (The status may also warn that the projection is out of bounds, but this is okay.)<br />
# Optional: If you want to add any hotkey assignments to toggle the repair projector On and Off from a seat, do this now. However, make a note of exactly which hotkeys you used, as you may have to reassign them after building a new copy of the ship.<br />
# Use Ctrl-B on the ship again, select the existing blueprint, and click on "Replace With Clipboard". You may also want to Refresh Blueprints and delete any additional copies of the ship that were added to the list, just to avoid confusion.<br />
Now your ship's blueprint includes a projector that is preconfigured to project the ship, ''including'' a copy of itself that is preconfigured to project... you get the idea. Now you're ready to build the ship for real in Survival Mode.<br />
<br />
To build the ship from scratch (for example, on a planet), start by building a "bootstrap projector" as mentioned earlier. Knowing exactly how to shape this temporary assembly can be tricky, because it depends greatly on the shape of your ship, the location of the repair projector in relation to the rest of the ship (especially power supplies), and the shape of your surroundings. Ultimately, you want to be able to power the bootstrap projector and project the blueprint such that:<br />
* no part of the blueprint overlaps any existing structures you don't want to destroy.<br />
* the bootstrap projector and the image of the repair projector are touching (i.e. adjacent blocks to each other). Check the rotations and offsets of the bootstrap projector against the settings you wrote down from the repair projector; they should be identical except that one of the offsets is off by 1. If this is not the case, your bootstrap projector is in the wrong orientation, so destroy it and try again.<br />
* the bootstrap projector has a unique name that won't be confused with the repair projector. (Painting the entire bootstrap assembly in a color that contrasts with the ship can also help to clarify things visually.)<br />
* the bootstrap projector and its power supply will be able to remain in place; if not until the entire ship is complete, then at least until there's a continuous path of blocks from some of the ship's power supplies to the repair projector.<br />
Despite that last requirement, you actually don't want to use the bootstrap projector at all, ''except'' to build the repair projector. As soon as your bootstrap assembly is in place and the blueprint is projected where you want it, build the repair projector and '''no other blocks''', then immediately turn the bootstrap projector Off and the repair projector On. The projection should reappear in exactly the same position and orientation as before. (If it doesn't, then again your bootstrap projector was not oriented correctly, so destroy both projectors and try again.) You need to build the entire ship from the repair projection because otherwise any blocks you later ''rebuild'' from the repair projection will be "foreign", in the sense that any hotkeys assigned to them will be broken.<br />
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Now build the ship against the blueprint as normal, but give preference to whatever parts will allow the ship to power its own repair projector as soon as possible. You'll also want to be sure that the ship will not destroy itself or go spinning out of control without the bootstrap assembly as an anchor, so the ship may need functioning thrusters, gyroscopes, and/or landing gear. As soon as that's the case, grind away all the blocks that were part of the bootstrap assembly, being extra careful not to damage the repair projector. Then proceed with the rest of the construction. When it's complete, switch the repair projector Off. It's wise to check all hotkey assignments in cockpits, flight seats, and so on, to be sure they linked up correctly with the newly-built blocks. Hotkeys that control the repair projector may need to be reassigned (presumably because the repair projector is the ship's only block that was technically built from a separate instance of the blueprint), but if you're lucky all other assignments will be intact.<br />
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Enjoy your new ship. When enjoyment inevitably leads to some of it being destroyed, simply switch the repair projector back On. It's already loaded with the correct blueprint and alignment, so any blocks that need rebuilding will magically appear for you to weld back into place. The projector's terminal screen will even helpfully tell you exactly how many blocks are missing.<br />
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===Projector Orientation===<br />
Upper side (marked with +):<br />
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[[File:Projector_2.jpeg]]<br />
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Back side (marked with |):<br />
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[[File:Projector_1.jpeg]]<br />
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[[Category:Game Mechanics]]</div>Thread