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one thing that could be implemented, is a global white/black list, so you can setup in a way that the script only shows items in containers with an specific tag in the name/custom data or from an specific group, so you can set up the script to only display this group
(and probably need to have some configuration to set the Display tag, so multiples instances can run same ship)
in custom data of one then other then both of text screen and programmable block and nothing works
theres nothing in any blocks' custom data anywhere. do i have to put a name pre/post fix in the screen name or custom data or what
I'm afraid not. One of the goals of this script is to show you what's in your inventory, without harming performance. That's why it makes no inventory changes, and only displays what it finds on the screens.
There's no way to move inventory around without harming performance. If you want something to move your inventory around for you, there are inventory management scripts that will do what you want (although they're not as pretty).
Sorry about that. It's just not what this script is designed for.
Thanks.
There would be nothing to stop you using it for that... once it's done
There are a number of other types that work like this. For example, Gatling Ammo Boxes are an AmmoMagazine named "NATO_25x184mm" internally. The MR-50A Rifle is called "RapidFireAutomaticRifleGun" internally. Rockets are called "Missile200mm" internally. In fact, a fair amount of the weapons and ammo have very different internal names than their display names, due to changes in naming over time. You'll see the same thing with many mods, where the internal name of the types reflects either their original design or their initial development design/intent, rather than their current naming.
Also, why is gravel labeled as "stone?"
The scale option belongs in a screen's Custom Data. Values between 0 and 1 make it smaller, greater than 1 make it bigger.
So this is working perfectly for me in the custom data of my programmable block...
[inventory]
enablefilter = true
[inventory]
enablefilter = true
filter = Component
But it doesn't filter :/