Space Engineers

Space Engineers

Fancy Status Displays v2
508 Comments
Ekuah  [author] Apr 18 @ 6:11am 
@Saito
Not with the public version v37 but with the (before mentioned) experimental version v41.
in the latter the command should be:

ShowStats
FSDgroup, filter(+steelplate) SingleIcon NoSubGrids Weight
EndStats

or

ShowStats
FSDgroup, filter(+steelplate) SingleIcon NoSubGrids Items
EndStats
Saito Apr 18 @ 6:04am 
Legend that makes sense, i assume there is no way to show an item quantity instead of weight/fill%?
Ekuah  [author] Apr 18 @ 5:54am 
@Saito
First you would have to create a block group of all the blocks that could contain your item.
Let's call it "FSDgroup"
And the item you are searching for is "Steel Plate"

ShowStats
FSDgroup, filter(+steelplate) SingleIcon NoSubGrids
EndStats

explanation:
FSDgroup: defines the block or block-group FSD is looking for
filter: command to filter all the inventories in the selected blocks for a specific qualifier
(+steelplate): qualifier is: only items of the type "steelplate" will be counted
SingleIcon: only show a single icon instead of a group
NoSubGrids: only look on your ship, not on connected grids
Saito Apr 18 @ 5:33am 
So could would it be more sensible to just return a certain item from a cargo container only? can that be done? can it give a quantity rather than weight?

What the syntax for that be? can't seem to figure it out ^^;
Ekuah  [author] Apr 18 @ 5:05am 
@Saito
Yes and no.
This script is block oriented, not item/value oriented.
...What does that mean:

Scripts like MMaster's Automatic LCDs 2 or Taleden's Inventory Manager work item or value orientated.
You command the script to look for an item or value (like kWh charge), and it checks all blocks that could contain this item or value. You can refine the command to include only specific blocks.

Fancy Status Displays works block oriented.
You command FSD to look for a specific block (or a group of blocks) and it checks which values it can extract from them. You can refine the command to look only for specific values.

So you can command FSD to look for a specific item among all blocks, but it would be incredible clumsy, backward and bloated way to do it.
Saito Apr 18 @ 2:32am 
is it possible to get it to show how much of a certain item i have across the whole ship? love the mod but that is one thing i cannot figure out how to do ^^;
Cor. Nov 1, 2024 @ 5:01pm 
This is exactly what I was looking for to help display my battery values.

Glad I found this!
Ekuah  [author] Oct 25, 2024 @ 12:43pm 
@Cobra
Not the regular Version but the experimental (not publicly visible) FSD Version.
https://steamcommunity.com/sharedfiles/filedetails/?id=2801930962
Cobra Oct 23, 2024 @ 6:00pm 
does this have a ship mass weight display
BCslave1 Oct 22, 2024 @ 12:06am 
You need Add RateSpeed Run on programmable. Just i am put my timer block x2 Start to Trigger Fast 0.1 good look Fill up fast and down.
LukeStrike Oct 14, 2024 @ 5:39am 
@Ekuah not inventories but just if they are actives and why not they range ?
I'm often shuting down all of my comms when f.e landed or in combat and it will be better to have any visual representation ?
LKS
Ekuah  [author] Oct 10, 2024 @ 10:39am 
@LukeStrike
What kind of inventory would you display?
Those blocks don't have one.
LukeStrike Oct 9, 2024 @ 9:16pm 
Hi @Ekuah
Any plan for communications (antennas, beacons, remotes) and also ore detectors ? :)
LKS
BlueThing00 Aug 12, 2024 @ 6:25am 
That worked. Thanks.

I missed the comma when I tried the Text keyword for a blank line. :)
Ekuah  [author] Aug 12, 2024 @ 6:02am 
@BlueThing00
,Text:
Caution, the have to be a space behind the colon.
BlueThing00 Aug 12, 2024 @ 5:43am 
Is there a way to show a blank line?

I am displaying a power summary (solar & battery) plus a summary of used cargo space using widebars. I'd like to put a blank line between the two summaries because I think it would look better, but I can't figure out how.
Ekuah  [author] Aug 2, 2024 @ 7:31am 
@Orange_Foxy_Dragon
Ehm...
I think you misunderstood something.
The blocks are not selected or identified by keywords.
You select them just by their name, and they are identified automatically by their block properties.
If you have a jump drive named "Orange Juice" you select it with its name:
ShowStats
Orange Juice, widebar

If you have a reactor named "collector" you select it again with its name:
ShowStats
collector

And it will be automatically identified as a reactor no matter the name.
Orange_Foxy_Dragon Aug 2, 2024 @ 7:14am 
Man, this script has found its way into every ship i am making now, totally love it.

I have just one suggestion, could you update the table of supported block with the word that is used to detect them in the script? i spent like half an hour figuring out how to display Jumpdrive status since it just "Drive"
Ekuah  [author] Jul 21, 2024 @ 2:47am 
@Coffee
Hey, long time no see.
I started to get worried about your disappearance.

About the cut off spaces...
Sorry, but I'm not really seeing the issues here.
Spaces are invisible and you won't notice them, except you have have an element following directly behind.
But since you have a found a workaround, I Think all is good... But I will be on the lookout on the next code revision.

About the feature request...
That is an oddly specific request. But doable with the experimental (not publicly visible) version of the script.
https://steamcommunity.com/sharedfiles/filedetails/?id=2801930962

About the counting items option...
Already implemented in the experimental version.
You can display the content alternatively by weight or item number.
Coffee Jul 20, 2024 @ 10:37pm 
Hello Ekuah :steamhappy:

This has gotten an insane script meanwhile. Really awesome work dude.
I of corse just came back for nitpicking and beeing lazy, so let's go.

Just if someone as pedantic as myself encounters an issue here:
If you do a "Text:blabla space space" argument at the end, the spaces are cutted out in the headline, but only for the last element you added to the display.
Solution: You have to add an "EndStats", then the spaces at the end of the last elements Text: argument are displayed correctly.

Another topic (feature request):
I love doing this: Screenshot

So if you should get bored somehow, consider adding a method of counting items, instead of percentage. Could be used with the filter-option to build a screen like this without cloning another scripts display.
Lordm00m00 Jul 13, 2024 @ 11:23am 
Oh my gosh, I was using StartStats instead of ShowStats, it works perfectly now and looks amazing. What a dumb mistake, thanks for the help!
Ekuah  [author] Jul 13, 2024 @ 8:57am 
@Lordm00m00
It is indeed still working.
There are several possible reasons why it is not working for you.
1. Ingame scripts have to be activated.
2. The Programmable Block has to have the same owner as the LCDs and the monitored blocks.
3. The Programmable Block has to be powered and running.
4. The command-list has to be put into the CustomData field of the used LCDs.
5. The command-list has to start with ShowStats
6. ShowStats must stand alone in it's line.
7. You have to observe the two capital ' S ' in S how S tats.
Lordm00m00 Jul 12, 2024 @ 11:41pm 
Is this still working? I did everything in the guide and even tried the example world; neither my own attempts nor the example world worked. I even tried the example world and loaded the most up-to-date version of the code, but it still didn't work. I have tried it on a fresh new world without mods and no other scripts running. Not sure what I am doing wrong any help would be appreciated
IronWar Jul 4, 2024 @ 11:47am 
Will probably end up making a new playthrough anyways, like I said it's probably an issue with the performance of the game itself
Ekuah  [author] Jul 4, 2024 @ 10:13am 
Sorry, them I'm out of suggestions.
IronWar Jul 4, 2024 @ 8:49am 
Tried it, nothing
Ekuah  [author] Jul 4, 2024 @ 8:24am 
Have you tried to "recompile" button?
IronWar Jul 4, 2024 @ 5:52am 
Refresh did not work, and it's only one instance. Tried disconnecting the subgrids now, no change, it's like if some data being stored on the grid itself made fsd stop working. Oh yeah, I turned off all the other PBs as well and ran the refresh again, still not working
Ekuah  [author] Jul 4, 2024 @ 1:07am 
@IronWar
Have you tried the "Refresh" command?
Is there more than one instance of FSD running?
IronWar Jul 3, 2024 @ 7:32pm 
Re-pasted the grid using creative and it worked. It's a station inside an asteroid, this is just very weird at this point
IronWar Jul 3, 2024 @ 7:17pm 
I have a weird bug where it doesn't detect any of the LCDs, commands are input correctly and there has been no change in either the programmable block or the lcd, it just randomly stopped detecting them. I'm running a quite mod and script heavy playthrough so it might be some sort of conflict or an entity overload problem, not really sure
Ekuah  [author] Jun 5, 2024 @ 5:07pm 
@MrFox
4 Button LCD is supported.
You don't need to give special a name to it.
You just have to put the following keyword into the CustomData field:
ShowStats
Followed by the instructions.

Example:
ShowStats
Panel 0
Reactor
Panel 1
Cargo
Panel 2
Battery
Panel 3
Tank
MrFox Jun 5, 2024 @ 4:13pm 
What about the 4 Button LCD?
Also what do i name a LCD for this to register?
Ekuah  [author] May 31, 2024 @ 4:44am 
@Paveway
Just tested it and it works.
see here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3258126201
used FSD version: 37v
Paveway May 30, 2024 @ 9:05pm 
Love this script - unfortunately it doesn't seem to be working with the Inset LCD Panels from Decorative Blocks 3 DLC?
Qarannia May 10, 2024 @ 1:04pm 
@Ekuah Brilliant, just tested it and it works perfectly. Thanks so much and keep up the great work. :steamhappy:
Ekuah  [author] May 10, 2024 @ 12:59pm 
@Qarannia
Found the issue.
Please update the script to Version 37v
Should work now with WideBar, ShortBar, TallBar and SmallBar
Qarannia May 10, 2024 @ 11:06am 
@Ekuah Ok, confirmed. I just tested and it works as it should with small icons but the moment I specify widebar it no longer displays the battery optional power in / out. I double checked as well that the output was so low that it wasn't showing; I let my shields charge up using 90% of the battery output and the widebar still showed empty.
Qarannia May 10, 2024 @ 11:01am 
@Ekuah Hmmm, I'll have a look at using the small icons. I use the widebar and it definitely wasn't working there. I thought it might be because the battery was a modded battery, but the reactors are also modded and they work fine.
Ekuah  [author] May 10, 2024 @ 10:23am 
@Qarannia
Just tested it with a modless world
Reactor optional and Battery optional both work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3243713811
Qarannia May 10, 2024 @ 7:07am 
@Ekuah The optional data display for batteries doesn't seem to be working. I have it set up to display reactors and batteries; optional works for reactors but not the batteries.
Ekuah  [author] May 10, 2024 @ 12:01am 
Yes.
Me.
Yesterday.
@Swann
Can you send an example world, so I can go problem hunting?
Swann May 9, 2024 @ 9:35am 
Has anyone gotten this script to work recently? I think it's broken.
Inquisitor Emalleso_Ordo Malleus Apr 21, 2024 @ 5:10pm 
Hi, i'm having issues with the IconCount= function. Despite putting it on the same line as the group it doesn't seem to work. Any advice?
DrakoMT Apr 13, 2024 @ 7:35am 
Nvm it's working now Just had to do this

Cargo,AnalogBar,SingleIcon,noheadline,NoLineBreak
Turbine,AnalogBar,SingleIcon,noheadline,NoLineBreak
Solar,AnalogBar,SingleIcon,noheadline,NoLineBreak
Battery,AnalogBar,SingleIcon,noheadline,NoLineBreak

So neat and useful
DrakoMT Apr 13, 2024 @ 4:18am 
I read the Guide but Is it possible to have an Icon for the Batteries and another Icon for the Reactor next to each other on the LCD?
Ekuah  [author] Mar 26, 2024 @ 9:55am 
@DanTX
See here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2801918566
I would suggest that you first generate the icons with Whip's Sprite Builder.
After that I can guide you through the rest of your project.
DanTX Mar 26, 2024 @ 5:31am 
sorry, I didn't read that. I can also understand how frustrating it'd be to document all this. I'd like to get a copy of it and have it run through some AI service like codepal to see how it would handle the job.
Ekuah  [author] Mar 24, 2024 @ 2:18am 
@DanTX
As I said in the guide, this public version of FSD v2 doesn't support landing gears.
I had added the support (and much more) in an experimental Version of FSD.
Sadly I was never been able to write/update the guide to explain all the new features, making publishing the new (experimental) version pointless.
DanTX Mar 23, 2024 @ 8:31pm 
OK, I want a way to show the status of blocks on a sci-fi 4 button panel, using the lcds. For an example: a landing gear, button 1 would show if the landing gear is on or off, clicking would toggle it, 2 would show whether or not autolock was on (toggle), and button 3 would show whether or not the landing gear was locked (toggle.) Would also use it for connectors. This script is very much overkill for what I want, but I haven't found a better option yet. Thanks,