Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You're using the individual variants, which you should only use if you only want to display one of them or want them all on different lines.
Just might be the gravity command? ...
Big thanks to Kham and Leconite for helping me.
Be sure to check your PB is running the latest version of the script, or at least V2.0194 since that's when the override was added.
That's a good thought but I've tried that all different ways. The braces are definitely not the problem.
None of these work correctly:
Cargo {*} {Stuff:}
CargoAllP {Chas Cockpit} {Junk:}
CargoAllP {Cargo} {Containers:}
CargoAllP {O2/H2 Generator} {O2/H2:}
The custom labels worked about a year ago but they haven't worked for a long time.
https://steamcommunity.com/sharedfiles/filedetails/?id=3304775408
Here is the code:
if (!primaryController.TryGetPlanetElevation(MyPlanetElevation.Sealevel, out seaElevation))
seaElevation = double.NaN;
There is nothing more to it. So there are few options: either the game is wrong about what it is telling in-game scripts, or the weather mod is wrong, or all of it is wrong :D But unfortunately there is nothing I can do about it.
I can verify that this works as intended with custom labels.
CargoAll {C:*} {Ship:}
CargoP {C:*} {Cargo System:}
This command doesn't seem to work:
Cargo * {Stuff:}
It always displays with a label of "Cargo Used:" instead of whatever I put in the braces.
"PropsFloat {Piston Status} {Velocity}"
will print a positive or negative number, which is effectively all I need. I used:
"PropsFloat {Piston Status} {Velocity}
echo
echo
echo 1 = Extended / -1 = Retracted"
...to give a key, but I was wondering if there's a way to make it automatically replace "1" with the word "Extended" and "-1" with the word "Retracted"
I use drill system with pistons. when i use a lot of them the value that is used is .002,
id love to be able to see more values like this? or atleast a way to shift the value from whole numbers.
Inventory * +all -component -tool -ammo
Hope this helps
You may also want to check out the details command.
It doesn't try to update all of it's displays at once.
I've seen other scripts "FSD" collapse under their own weight, with less than 50 screens as they try to update all displays at once.
If so, is there a solution for this?
o/ ty
Hope this helps
https://imgur.com/a/thNLIhN
is it possible to resize the fonts on individual screens?
Thanks
Thanks for the awesome script and the Christmas update !
Got an idea of an additional (maybe complicated?) feature for the new year : possible to limit label length ?
(so if long label, still display the quantity, without having to change text size)
Like:
@AutoLCD 3
//Limit the labels items for this screen to the first 10 characters
LabelCharMax 10
//Thus all ammo with insane long name are truncated to 10 characters and still have space for quantity display
InventoryX {T:*} ammo
...
Autocannon type is gatlinggun
Assault Cannon type is launcher
Love this script! Thanks for all the work!
Also, on game load, a display in my bridge controlled by a cascade Autolcds displays the contents of the ESR status screen, which is off, while the rests of the displays controlled by it display the boot of the primary autolcds.
It probably still won't prevent script limiter plugins on servers from killing it since its really large script and game's just-in-time compilation causes spikes when the code is being compiled as its running it so until every part of the code has been run at least once there may be small spikes (on large servers you won't notice it in single player).
Technically it's 8 years since this script was released, but since its "just an upgrade" of original Configurable Automatic LCDs I always considered the original release date of 15.3.2015 (iirc) as anniversary - yeah in 3 months it will be 10 years :)
I'm curious what use cases you will have for the PropFloat command, it's just very basic version that just displays the value (originally I wanted to include ability to include min/max and have progress bars, ability to multiply the value, etc, but I never got to do it so this is at least something :) Unfortunately I was not able to find most requested properties like current position of piston or rotor, but well it is what is is.
Have fun with it and enjoy holiday :)
So this could be called the 8 year anniversary edition of Automatic LCDs 2.
Merry Christmas MMaster :)
- PropFloat command to display values of float properties (more info in guide)
- Many changes to improve performance of the script
- You may notice the script is now more responsive eg on scrolling
- Improved startup performance & internal scheduling
- Startup may take longer on larger grids than before
- PowerSummary now allows override of text, PowerStoredBar allows for custom text
Bugfixes: Fix same construct filtering for functionality relying on block types
- Fix Tanks command using different percent rounding than TanksP
- Add support for clang cola, cosmic coffee, flare gun, flare clip
- Fixed weird InvListX value text misalignment
MERRY CHRISTMAS!
And as always .. I hope you will enjoy! :)
I would definitely nominate this one.
Clearly, it's impossible work with what you don't have.
Definitely enjoy using this script. :-)
Unfortunately I just have to repeat the usual "script just shows what the game tells it" it has no access to any other maximum power of solar panels than the one it shows.
The only way to implement it would be to manually list all the maximum power values for all the solar panels in the script including possible modded ones which as you may imagine is not viable :)