Space Engineers

Space Engineers

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Life'Tech Transparent LCD Variants
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Type: Mod
Mod category: Block
文件大小
发表于
更新日期
378.584 MB
2024 年 7 月 18 日 下午 2:27
11 月 15 日 下午 12:32
2 项改动说明 ( 查看 )

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Life'Tech Transparent LCD Variants

描述
[discord.gg]
About:
This mod adds 3 sets of transparent LCD panels hopefully fit into Space Engineers aesthetics.
2 sets are available as a window only versions.
As a Bonus I added a 4 button panel with a transparent LCD, a holoscreen rack and a custom slim console block.

All modelnames and descriptions are available in multiple languages.
Currently: german, english.
More will be added. If you want to have them in more languages just write me on my discord server. Link above (Logo).

Special thanks to Tim who made the awesome images!
I also say thanks to the community who tested the mod and made it ready to upload! :)
Of course big shout out to Enenra and ChipStix for their amazing work with SEUT!!
And last but not least, thanks to SISKs Script which fixes the Localization Issue so the blocks wont lose their names after each reload!!


ToDo:
Small block variants for the transparent LCD panels.

List of blocks/block variants:
    -Transparent LCD Panels:
  • Double Sided LCD Wall
  • Armored LCD Wall
  • LCD Terminal
    -Window Variants:
  • Glass Wall
  • Glass Wall Armored
    -Extra Blocks:
  • Four-Button Panel wit transparent LCD
  • Holoscreen Rack (SG/LG)
  • Slim Console Block (SG/LG)

I don't allow for PUBLIC reuploads of this mod without permission. I allow for unlisted (not-public) server reuploads

Life'Tech Solutions-Discord link: https://discord.gg/TugAzsxfyv]

[paypal.me]
[www.patreon.com]


[discord.gg]

[creativecommons.org]
57 条留言
aantono 11 月 16 日 下午 6:20 
Do you think this is something fixable, so that the game mechanics treat all panels as directly editable?
Kuvat  [作者] 11 月 15 日 下午 12:25 
Terminals are all TextPanels and have the same dummies. ^^ Interessting that there is a differene ingame.
Streighr->Straight will be changed :'D
aantono 11 月 9 日 上午 7:46 
In all three cases, the determination is made by the **MWM model file** and the geometry it defines, confirming the initial diagnosis. To fix the Ramp and Straight pieces, one must modify their respective `.mwm` source files to ensure the screen meshes are exposed correctly for raycasting.
aantono 11 月 9 日 上午 7:46 
### 2\. The Physical Model is the Failure Point

The game's check for the **'F' direct edit** is a **physical raycast check** performed against the block's 3D geometry when a player looks at it.

Definition

Geometry

'F' Edit Status

Root Cause (Based on Model)

**Corner**

Complex, but likely has a flat, accessible screen face.

**Works**

The raycast hits the screen surface correctly.

**Ramp**

Slanted, angled face.

**Fails**

The raycast hits the screen at an **angle too oblique** to satisfy the game's internal threshold for direct interaction.

**Straight**

Flat face, but part of a custom mod series.

**Fails**

The screen mesh in the **`LCDWallTwoSidedStreight.mwm`** model is likely **recessed, too thin, or misaligned** with the block's outer collision box, causing the raycast to hit the surrounding structure instead of the intended screen surface.
aantono 11 月 9 日 上午 7:46 
I've tried asking Gemini to analyze the difference, and here is what it given me, hinting at the possibility of the model not playing with the automatic detection code in SE:

Summary of Conclusions
----------------------

Here is why the provided evidence supports the conclusion:

### 1\. The XML Confirms the _Potential_ for 'F'

All three definitions use the exact same critical tags that grant the _capability_ for both the 'K' (Terminal) and 'F' (Direct Edit) shortcuts:

* **`<Definition xsi:type="MyObjectBuilder_TextPanelDefinition">`**

* **`<TypeId>TextPanel</TypeId>`**


Since the **Corner** definition (which works) uses these tags, and the **Ramp** and **Straight** definitions (which fail) also use these tags, the issue cannot be fixed by changing any of the listed XML properties. The problem must occur _after_ the game loads the block's C# behavior.
aantono 11 月 9 日 上午 7:07 
Build Vision difference shows that the wall corner (end piece) has no physical terminal, but the straight and curved (slope) pieces shows "Has Physical Terminal" - any way to make them all behave like vanilla lcd text panels?
aantono 11 月 9 日 上午 6:15 
Great mod!!! Have one question regarding different LCD display pieces seemingly being of different types. For example the end piece on the double sided LCD is intractable using both the “K” and “F” letters, when pressing “F” lets you edit the text. The straight and corner, only have “K”, so one can only enter the control panel, and not the direct text. This makes them not usable with various scripting mods (like GOAT for example) which function by direct text edits for things like inventory settings, etc.
Icy Skye 11 月 4 日 下午 2:32 
Like the mod, used the old version a while ago- are they still labelled "Streight" instead of "Straight"?
Villain.Zod 9 月 15 日 上午 9:11 
The LCD panel is cool, but that conveyor contraption is amazing. Is that something you can build in SE?
PauloRaz3n 4 月 30 日 上午 10:02 
CTD