Space Engineers

Space Engineers

Projection Status
Showing 1-10 of 10 entries
Update: Oct 28, 2024 @ 1:41pm

Added control options to set the number of blocks and the interval time in seconds for the regular checking of the block status. By default, they are set to "Unlimited" and 1 second.

If your projection contains 9000 blocks and you set the values to 5000 blocks and 2 seconds, there will be two checks, one with 5000 and another with 4000 blocks every 2 seconds, so all blocks are checked within 4 seconds.

These settings are not global configuration settings but belong to the Projector / Console Block itself, so you can have individual settings for each of your projected grids.
=> This can be useful for example, if you want to have a decorative Console Block projecting your ship / base, where you do not necessarily need realtime updates.

Note: Performance was already a key focus of the previous implementation. In general from my testing even updating an entire grid with over 10k blocks every single tick (60 times per second) on both a Projector as well as another Console Block (so 1.2 million checks per second) still comfortably keeps the simulation speed at a solid x1.00. But I still want to provide you options to be very conservative, to reduce the performance impact to almost nothing.

Update: Jun 7, 2023 @ 4:09pm

- Added customization options for the visualization of the highlighting. All settings can be easily adjusted directly via an ingame UI. The configuration can be saved in the local mod folder and will be automatically loaded and applied in all savegames with this mod installed.
- Added dependency to RichHudMaster - a UI Framework by Dark Helmet.

Update: Jun 5, 2023 @ 11:41am

- Added local Multiplayer support.
Now works in Singleplayer, local Multiplayer and on Client + Dedicated Server.

Update: Jun 3, 2023 @ 6:00am

- Moved checks for projection offset or rotation changes to a client-side EventListener, so it is only triggered when there is a change and the server is not doing unnecessary calls.
- The linewidth for the highlighting boxes now scales dynamically with the hologram "Scale".
- Ownership check is now registered on client-side only. There is no point to check it on server-side, because the server will never own the block and cannot draw the highlighting anyway.

Update: Jun 2, 2023 @ 2:27pm

- Added major feature: Projectors can now highlight the status of ANY blueprint. Before it only worked with a blueprint of the same grid or by copying the same grid directly into the projector.

Note: Console Blocks will still need a blueprint of the same grid (or use the copy buttons), which I guess should be the normal use case anyway. But maybe I can do something there in the future, projecting and tracking the status of any grid in the world would be neat. ;)

Runtime performance is unaffected, the data is only updated, when any changes are made to the projection offset or rotation (projector's terminal controls).

Remark: This was a lot of work, I spent many hours figuring out the necessary matrix translations and rotations to not only get the right positions but also orientations of the blocks. This was complicated by the fact, that some blocks are invariant towards one or more rotations, for example it does not matter how you rotate an (full) Armor Block - a box is a box.

- Fixed number inputs not being cast correctly in all cases.

- Continuous code refactoring and code quality work.

Update: May 30, 2023 @ 10:36am

- Added ownership relationship checking: The highlighting is now only shown for the owner of the projector. If the projector is shared with the faction, it is also visible for players of this faction. The relationship status is only updated when the ownership of the block is changed - for example if the block is hacked.

Update: May 29, 2023 @ 1:13pm

- Added two options to copy the grid into the projector, without creating a blueprint first. The first option copies the grid as it is, the second option copies it in a fully built state without deformations. On dedicated servers, the projected grid is synced with the server.
- Deformed blocks (at 100 % HP) are now highlighted in dark green, to differentiate them from damaged blocks.
- Code Refactoring

Update: May 28, 2023 @ 3:30pm

- Added dedicated server support.
-> Highlighting and block status checks are running client-side only, so there is no impact on server performance
-> The server is only responsible for saving the selected settings.
-> CustomInfoText is updated via network, so the "LCD Status Report" also works on a dedicated server.
Please note: Add the moment, the highlighting is visible for all players. I am planning to change that, so it is only visible to the player or players of the faction owning the projector.

- Changed the minimum value of the "Scale" slider to 1 % (default is 2 %) for the Console Blocks' projections and changed the slider's behaviour to logarithmic.

- Fully replaced network synchronization with my own implementation.

Update: May 26, 2023 @ 12:35pm

Added thumbnail.

Update: May 26, 2023 @ 8:35am

Initial Release.