Difference between revisions of "Projector"

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== Tips ==
 
== Tips ==
 
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* To build a small-grid blueprint while working from a large grid, or vice versa, [[Landing Gear]] blocks make a good workaround. Build a Landing Gear of the same size as the blueprint, oriented so that it is in range to latch to a handy surface of the existing grid. Then add to it a power source and the Projector. You may also need to add a [[Control Panel]] or an [[Antenna]], since Landing Gear and Projectors do not provide terminal access by themselves. Now the Landing Gear can be commanded to lock onto the old grid so that the grid under construction can remain attached to it without needing to be ''part'' of it.
  
 
== Known Issues ==
 
== Known Issues ==

Revision as of 20:28, 21 April 2018


Projector Icon.png
Large Ship Icon.png
Large Ship / Station
Projector
 
Components
Required

 

 
 
1
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
20
 
Active power consumption (MW):
0.0002
 
Airtight:
No
 
Power Consumer Group:
Utility
 
Dimensions (W x H x D):
1 x 1 x 1
Projector Icon.png
Small Ship Icon.png
Small Ship
Projector
 
Components
Required

 

 
 
1
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
10
 
Active power consumption (MW):
0.0001
 
Airtight:
Yes - all orientations
 
Power Consumer Group:
Utility
 
Dimensions (W x H x D):
1 x 1 x 1

Overview

The Projector is a block capable of displaying full sized Blueprints in a projected image around it. It is available for both large ships, stations, and small ships. The projection can either be instantly spawned in a Scenario gamemode, or welded together in survival.

Usage

Before it can be used the Projector must first be powered, and also the player needs a Blueprint they can use in order for the block to project it and unlock additional options. Once a blueprint has been selected, the list of blocks needed to complete it will be displayed in the Terminal. The model will appear near the block.

In survival, the player must adjust the position of the Blueprint so it is in contact with the projector's Grid. When welding, the block in contact with the projector's grid will be welded first, then others adjacent to it. The same principle applies to the blocks after that until the model is completely built. This method can also be used to repair an already built ship. Simply Blueprint the ship (before it was damaged), then use the projector and line it up with your ship so it overlaps. If there are any damaged, or missing blocks, the projector will display it and allow you to weld that area.

In Scenarios gamemode the <insert block instant option here> allows the projector (when triggered) to instantly spawn the blueprint instead of it being constructed piece by piece.

  • For more information on how to use the projector block, see the Projector Guide

Limitations

The projector can only display a blueprint appropriate to the grid it is on. In other words, if your projector is built on a large ship/station grid, you can only display/construct blueprints that are also either made of large ship/station blocks. The same rule applies to a small ship projector as it cannot display ships made from large ship blocks.

Terminal

<will fill in>

Media

Projector Proj01.jpg

Tips

  • To build a small-grid blueprint while working from a large grid, or vice versa, Landing Gear blocks make a good workaround. Build a Landing Gear of the same size as the blueprint, oriented so that it is in range to latch to a handy surface of the existing grid. Then add to it a power source and the Projector. You may also need to add a Control Panel or an Antenna, since Landing Gear and Projectors do not provide terminal access by themselves. Now the Landing Gear can be commanded to lock onto the old grid so that the grid under construction can remain attached to it without needing to be part of it.

Known Issues

Update History

Update 01.058 Projector block introduced