Space Engineers

Space Engineers

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Projection Status
   
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Type: Mod
Mod category: Block, Other
Tags: hud
File Size
Posted
Updated
2.400 MB
26 May, 2023 @ 8:35am
28 Oct, 2024 @ 1:41pm
10 Change Notes ( view )

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Projection Status

Description
Overview
This mod helps you with building and maintaining your grids by highlighting blocks directly in the game world, which deviate from the projected blueprint.

Features
* The following statuses are tracked and highlighting for each can be independently enabled:
  • missing blocks (only available if "Show only buildable" = Off)
  • buildable blocks
  • wrong type blocks (when the gridspace is occupied by a different kind of block)
  • wrong orientated blocks (correct block type, but rotated or offset in a different way)
  • damaged blocks (includes deformed | compares against desired HP, so build states are possible)
  • wrong painted blocks (wrong color or different skin)
* The number of total highlighted blocks can be limited while showing at least a certain minimum number for each category. Additional blocks (up to the maximum) are shown in the order of the categories mentioned above.
* All of these settings can be individually configured per projector / console block. The highlighting only works, if the projector is actively projecting the grid (i.e. has power, is enabled...).
* Toolbar actions to toggle or enable/disable the highlighting for each category are also available, for example to set up a button panel for quick On and Off toggling.
* The custom info text is dynamically updated and can be used to get the status in real time (see "How to setup: LCD Status Report").
* Options to copy the grid directly into the projector, without creating a blueprint first. The first copies the grid as it is, the second copies it in a fully built state without deformations.
* Dedicated Server + Local Multiplayer support: Highlighting and block status checks are running client side only, so there is no impact on server performance. The highlighting is only visible for the player or the player's faction owning the projector block.

Fully customizable user configuration
All colors and other visualization aspects can be freely configured directly via an ingame UI:
• Open the chat with Enter and press F1 to open the Rich HUD Master Terminal.

=> The configuration can be saved in the local mod folder and will be automatically loaded and applied in all savegames with this mod installed.



How to setup: Projector - Tracking the same grid
  1. Load a blueprint of the same grid into the projector, either by using one of the copy buttons or by creating a blueprint (Ctrl + B) of the grid first.
  2. Enable "Keep Projection".
  3. Align the projection correctly.
  4. Enable at least one of the "Show..." status categories.
=> If any real block deviates from the projected blueprint, it will be highlighted in the world.

How to setup: Projector - Building a new grid
  1. Load any blueprint into the projector.
  2. Offset and rotate the projection as desired.
  3. Enable at least one of the "Show..." status categories.
=> If any real block deviates from the projected blueprint, it will be highlighted directly in the world. For manual building I would recommend turning off "show missing" and "show buildable" until you approach the final steps to finish the build.

How to setup: Console Block - Hologram with real time status
  1. Load a blueprint of the same grid into the Console Block, either by using one of the copy buttons or by creating a blueprint (Ctrl + B) of the grid first.
  2. Enable at least one of the "Show..." status categories.
=> If any real block deviates from the projected blueprint, in will be highlighted in the hologram.
Note: The Console Block cannot differentiate between "buildable" and "missing" blocks. All buildable blocks are treated as missing.

How to setup: LCD Status Report
  1. Setup your projector, see "How to setup: Projector".
  2. Add a programmable block running Automatic LCDs 2 script by MMaster to the grid.
  3. Put the "[LCD]" keyword in the name of your LCD
  4. Put the following in the custom data of the LCD:
    Details {<name of projector or console block>} {Projection Status}
    See the Automatic LCDs 2 guide for more information.
=> The LCD automatically tracks the status information with a slight delay, caused by the script.



Performance & Optimiziation
I focused a lot on performance and optimization during development. Hence a lot of the data is cached and updated only when really necessary.

When enabling the projector or switching the blueprint, the necessary (relatively) heavy calculations are only done once. After that, only the status of each block is checked every second (60 ticks). The position of the highlights are only updated, if the grid is moving. The custom info text of the projector (control panel) is updated only when necessary.

The draw calls for the highlighting boxes provided by the game are quite GPU demanding, so set appropriate limits for the maximum number of simultaneously highlighted blocks (though up to 1000 should not be a problem).

Compatibility and Credits
This mod can be used alongside Projector Preview mod by Digi. But please note, that the "preview" mode of this mod uses a custom projection and you have to use the "build mode" for the highlighting of this mod to work. Also thanks to Digi for a few general code blocks.



Other mods
• Configurable Parameters: https://sp.zhabite.com/sharedfiles/filedetails/?id=2422592854

Popular Discussions View All (2)
16
12 Jun, 2023 @ 9:39am
PINNED: Bug Reports
The_Ich
1
30 Mar, 2024 @ 12:35pm
PINNED: Suggestions
The_Ich
30 Comments
Sharprider8 20 Feb, 2024 @ 8:09am 
@kinngrimm I know the feeling all too well. Best of luck in your future modding endeavors.
kinngrimm 22 Jan, 2024 @ 1:13pm 
*sigh* rimworld 300+ mods last game couple months back and no issues, then i put one more in and it went all down the drain. While looking for the issue i used for the first time an external tool to check mods, which completly overthrew my mod load order, which was finely tuned ... pure frustration. Still i learned a couple of things for the next session, but don't have yet the nerv to try again hrhr.

thanks for your time
The_Ich  [author] 22 Jan, 2024 @ 11:12am 
@kinngrimm I see. Well, I know exactly how much hassle it is to setup a heavily modded game (every new Rimworld version^^).

The only "tool" I know would be to make use of the ingame error debugging window after loading, which also lists all errors from mods. Though the problem with that is, that some mods have "expected errors" and even if there is no error, that is still no guarantee that everything is working as intended.

This mod here should be easy to add and remove, since it only adds extra functionality to the projector block. And if you remove it again, well, that functionality is gone. Space Engineers handles this gracefully. The only dependency of this mod is to "Rich HUD Master" though if you use Build Vision, you have that any way and it never caused any problems for me.
kinngrimm 22 Jan, 2024 @ 10:53am 
"What use case do you have, that you would want to use both mods?"
ooh my god hrhr if i only knew hrhr, damn you made me chuckle. Look i dont have a clue ... in so many ways not ^^. I havent tried yours or the other mod, i just saw the pictures and that there might be a conflict as similar visualisations are being used to achiev yet different tasks. So before i ruin a safe or even a new game ^^ i made it my mission for any game i mod to screen the mods as much as possible , especially when i intend to run many mods.. as i do.
kinngrimm 22 Jan, 2024 @ 10:52am 
I am at least already at around 100+ mods and am not yet through all the once i still havent double checked. Havent played for a while and i am going through the mod list, rereading all discriptions for a week now ^^ all in preperation for a playthrough and i still expect to run into trouble when i then gradually activate them. Do you know by chance of any tool that would load them only to check for dependencies and conflicts inbetween mods or can i only see that when i am ingame?
The_Ich  [author] 22 Jan, 2024 @ 9:47am 
@kinngrimm I have not tested that, but they should be? Both mods run their own Game- / SessionLogicComponent, so that should not cause any issues. Only the total number of highlighting boxes you can draw simulatenously is somewhat limited by your PC resources.

What use case do you have, that you would want to use both mods?

@Raynor Thank you, but I have not published any of my builds (yet).
kinngrimm 21 Jan, 2024 @ 10:27pm 
Is this compatible to "Projector Highlighter"
https://sp.zhabite.com/sharedfiles/filedetails/?id=2947081810
Raynor 13 Aug, 2023 @ 11:57am 
You have a BP for the rover used in the thumbnail? It looks cool.
GeRaged 3 Aug, 2023 @ 1:35pm 
I installed it and restarted my game and it does not highlight any blocks on the projector. Need help.
Discord: geraged
mugsy 24 Jul, 2023 @ 4:28am 
plugins are best.
But this is nice too.