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I placed a programmable block with the script and since it has a screen also set the custom data from your mod page and it shows up just fine. But when I place another LCD screen (1x1 or 2x1) they just turn light blue with nothing displayed when set up with the custom data -> script -> none.
What am I missing, Fox Brother?
Any plans to link a GitHub for community collaboration? I tweaked the script locally today to add some enContentType options for some extra functionality I needed. I added a CHARGEMODE enum that returns the current ChargeMode of a Battery, similar to the CONNECTION functionality (the "PWR" text underneath the gauge on the center screen turns yellow when recharging, red when discharging, and green on Auto). I also added an ITEMCOUNT enum that returns the actual text value of UPDATE2 to the ICONTEXT and TEXT properties of the Graph. Haven't tested it with the icontext, yet, but as you can see from the right-hand screen, the normal TEXT Graph works great for displaying the actual numeric count of my cargo.
https://steamcommunity.com/sharedfiles/filedetails/?id=2759104630
This works great and thanks so much for this script! I love it!
I am having an issue, I am trying to display all the ingots like you have on one of the example images. Below are my Params. Ingot Container being my Large Container of Ingots. What am I missing here? The LCD screen is just always black, so I must be doing something wrong here.
SCREEN:LCD-QUESTINFO-Ores:0
GRAPH:TEXT:SIMPLE:FIXED
GEOMETRY:32,256:64,256
GRADIENT:0.1:255,255,0
GRADIENT:0.3:0,255,0
TEXT:Ingots In Storage
UPDATE:COUNTITEM:Ingot Container
UPDATE2:Ingot:Iron
UPDATE2:Ingot:Platinum
UPDATE2:Ingot:Magnesium
UPDATE2:Ingot:Uranium
UPDATE2:Ingot:Gold
UPDATE2:Ingot:Silicon
UPDATE2:Ingot:Cobolt
I've got the answer for you that I promised:
GRAPH:ICON:SIMPLE:FIXED:CIRCLE
GEOMETRY:28,90:25,25
GRADIENT:0.0:0,255,0
GRADIENT:0.9:255,0,0
TEXT:Ejector
UPDATE:THROWOUT:EjectorL
You can see that I changed your gradient a bit. The value for THROWOUT is 0 when off and 1 when on.
If not defined, value 0 will be Red. You had your green defined at 0.1, therefore you switched between two (slightly different) reds indicators. Now it should be green when off and red when on, as you intended.
Have fun!
This is my code
GRAPH:ICON:SIMPLE:FIXED:CIRCLE
GEOMETRY:28,90:25,25
GRADIENT:0.1:0,255,0
GRADIENT:0.3:255,255,0
GRADIENT:0.6:255,0,0
TEXT:Ejector
UPDATE:THROWOUT:EjectorL
Great! I am always happy when ppl use and enjoy my work.
Feel free to upload it yourself into the workshop, just mention this script here with a link please.
case "ammo":
GraphBrokers[cntScreen].UpdateDefs[cntGraph].SearchItem = new
MyItemType("MyObjectBuilder_AmmoMagazine", elements[2]);
break;
To the Update2 function .
Then in the Custom Data box i added
SCREEN:LCD TL:0
GRAPH:TEXT:SIMPLE:FIXED
GEOMETRY:128,192:2,2
GRADIENT:0.0:255,0,0
GRADIENT:0.25:255,255,0
GRADIENT:0.5:0,255,0
MAXVALUE:10000
TEXT: 14.5
UPDATE:COUNTITEM:Cargo Container
UPDATE2:ammo:OKI23mmAmmo
If possible i would appreciate some help
Steam is quite bad at highlighting links, granted.
It all depends on the mod - if it provides an API for the mod blocks that can be used by scripts, one can add the code to support this in my script. I encourage that even - see the foot note in the description.
But by itself it doesn't, hence the sheer amount of mods for this game
This is a bit off topic but i'm desperate:
I'm trying to code my own scipts including adding graphics to my lcd screens (ambitious i know) and at the moment i just can't figure out how to even create sprites from the programmable block. After almost a month of unsuccessful internet research i'm still not any closer to figuring out how to use them. The only thing i have figured out so far, is that i can transform special colored characters into a sprite, but this seems inefficient to me? In any case that's just a guess from staring at malwares terrific API Index for way too long.
I'd be incredibly thankful if you could point me towards any helpful documentation or if you can spare the time even explain it to me.
Cheers
thanks keen
But this is only a nice to have, not a must have. So it has a low priority. I can live with the current state. But I'm a fan of relative notations :D
I think, it would be nice for many users if you add a PRINT:HELP:DISPLAY. So a user can see the minimum and maximum (x,y) coordinates. Not any user have knowledge about textureing.
Here is a link with a little code to mark the corners of an display and print out the size :)
https://drive.google.com/file/d/1pJHxd-7FdFcH4DNLlkzEPC1DmMBidD2C/view?usp=sharing
After that, if the community want a relative notation and you have time, then it would be nice :)
Hi everyone!
Yes, I thought about adding a simple chart at first since changing the size only to a ratio won't make things easier. Multiple ways of defining a point in the coordinate system would be necessary. Text always needs to be set pixel wise - a value between 0 and 1 is not really helpful here. Also if we have multiple systems for the coordinates, I'd have to add new notations to the parser - like GEOMETRY:<0.25>:<0,75>... and such. Stuff has to stay backwards compatible. I also thought to add a line "PRINT:HELP:DISPLAY" to the command list to allow ppl to see the size in the comment section of the k menu. What would help you the most?
If it really is such a demand from the community, I'd move the priority of a reference chart up. This is the fastest and most helpful ways I guess.
I'd also like to explain why it got so silent in the last weeks: Work and evening classes really grind down my free time.
" It would be nice to setup the geometry by values between 0 and 1 :) "
Well the thing is that he need to find out the size of the display to able to do that and that is the thing he is trying to make and work on because each display including modded once will have different sizes.
Quote: "I will try to gather this info myself, see it as an item on my bucket list."
The latest Economy Update reduced the amount of sprites send to a connected player in MP by a huge amount. Reducing the amount of sprites for this script is possible, but not down to this amount. Maybe I find another way around this or this script will not work in MP any more. again.
There is an example configuration inside the "configurations" discussion. The same configuration can be tried out ingame by getting the mentioned COYOTE and CICADA blueprints (see description).
One comment though: The current version has a bug when using the display of a programmable block and the right display inside the "normal" cockpit. Use a normal LCD screen / Display whatsoever first, and when you are sure that you got a hang of it, try it on a small display of a cockpit.
If you got question, try to be as specific as possible and use the "Troubleshoot & Bugs" Discussion above.
Have fun!
https://ibb.co/ZX1GFbS
Hope there will be a update for rotating the gauges
The hydrogen engine is not detected as a "Hydrogen Tank" at the moment. I have to check if this is even possible. (although it should be somehow) But what works is to show the amount of ice in a o2/h2 generator.
Sensor detection is also not implemented.
All these things are planned for future versions, but I cannot promise any release date at the moment due to my real life... but the next sick leave comes for sure :D
Thanks for the suggestion of a todo list in the description. "Stockpile" would be an easy addition like the doors suggested before by another user.
Keen Broke the Programmable Block Displays... at least at my settings / drivers. Everything else with a display works, but the programmable block display is not even showing their scripts like clocks etc. Funny Detail: When going far away, the script shows up eventually in the "low res variant" of the block. I will write a note into the manual as well and the text above when I know more. I just want to check if this bug is already recorded with the discord boys.