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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
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
What the syntax for that be? can't seem to figure it out ^^;
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.
Glad I found this!
Not the regular Version but the experimental (not publicly visible) FSD Version.
https://steamcommunity.com/sharedfiles/filedetails/?id=2801930962
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
What kind of inventory would you display?
Those blocks don't have one.
Any plan for communications (antennas, beacons, remotes) and also ore detectors ? :)
LKS
I missed the comma when I tried the Text keyword for a blank line. :)
,Text:
Caution, the have to be a space behind the colon.
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.
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.
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"
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.
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.
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.
Have you tried the "Refresh" command?
Is there more than one instance of FSD running?
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
Also what do i name a LCD for this to register?
Just tested it and it works.
see here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3258126201
used FSD version: 37v
Found the issue.
Please update the script to Version 37v
Should work now with WideBar, ShortBar, TallBar and SmallBar
Just tested it with a modless world
Reactor optional and Battery optional both work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3243713811
Me.
Yesterday.
@Swann
Can you send an example world, so I can go problem hunting?
Cargo,AnalogBar,SingleIcon,noheadline,NoLineBreak
Turbine,AnalogBar,SingleIcon,noheadline,NoLineBreak
Solar,AnalogBar,SingleIcon,noheadline,NoLineBreak
Battery,AnalogBar,SingleIcon,noheadline,NoLineBreak
So neat and useful
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.
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.