Difference between revisions of "Display Module"

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{{infobox block/Display_Module}}
 
{{infobox block/Display_Module}}
'''Display Modules''' are special terminal blocks that allow players to type and display text messages. Can also use special codes that can display an entity's system stats in real time. Extremely versatile and can be used for everything from simple labels to complex logic driven command prompts.   
+
'''Display Modules''' are special terminal blocks that allow players to type and display text messages. They can also use special codes that can display an entity's system stats in real time. They are extremely versatile and can be used for everything from simple labels to complex logic driven command prompts.   
  
 
==Item Description==
 
==Item Description==
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|+ style="caption-side:bottom;|All codes are case sensitive. Please type them correctly or else they will not work.
 
|+ style="caption-side:bottom;|All codes are case sensitive. Please type them correctly or else they will not work.
 
|-
 
|-
!Name !! Use
+
!Code !! Use
 
|-
 
|-
 
|[name] ||''Displays the current name of the entity.''
 
|[name] ||''Displays the current name of the entity.''
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!colspan="2"|<big>Advanced Codes</big>
 
!colspan="2"|<big>Advanced Codes</big>
 
|-
 
|-
!Name || Use
+
!Code || Use
 
|-
 
|-
 
|[PASSWORD]text || ''The text in this block will not show up. Can be used to create password protected devices.''
 
|[PASSWORD]text || ''The text in this block will not show up. Can be used to create password protected devices.''
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|[REPLACEALL]regexp[WITH]replacement || ''use java conform regular expressions to replace specific text<br/> ([REPLACEALL] must be in the very front)''
 
|[REPLACEALL]regexp[WITH]replacement || ''use java conform regular expressions to replace specific text<br/> ([REPLACEALL] must be in the very front)''
 
|}
 
|}
Press {{K|activate module}} to edit its text.
 
  
Display Modules are one of the most useful blocks in the game. They can be used for a variety of things such as leaving messages for yourself or others to displaying tactical information during a furious fire fight. The Display Module can be as simple or complex as you want it to be.
+
Display Modules are one of the most versatile blocks in the game. They can be used for a range of things, from leaving messages to displaying vital information during a firefight. The Display Module can be as simple or complex as necessary.
  
Activating a Display Module will bring up its text edit menu. While you can type whatever you wish you are limited by the amount of characters and number of rows. You can type up to '''250 characters''' between '''10 rows'''. Display Modules can be oriented in 6 directions however in certain instances these can be restrictive. In order to get around this docked entities must be used. Typing in a Display Module is not that dissimilar to basic word processors such as Windows Notepad. When you are done typing press "OK" to confirm and save the text.
+
Activating a Display Module with {{K|Activate module}} will open its text editing menu. While it can take all manner of input, it has a limit on both character count and rows used. It can take up to '''250 characters''' across '''10 rows'''. Typing in a Display Module is not dissimilar to basic word processors such as Windows Notepad. Clicking "OK" will confirm and save the text which has been inputted to a Display Module's edit menu.
  
===Coding===
+
Display Modules can be oriented in 6 directions, but depending on the desired facing of the text, this may prove restrictive. In order to work around this limit on orientations, Display Modules could instead be placed on docked entities, letting the player more precisely control the facing of the text.  
Aside from text Display Modules can also make use of various formatting codes. Basic formatting comes in the form of modifying the size and even the color of the text on the Display Module. Typing certain characters between the <code><style></code>and <code></style></code> will result in the change in font size and/or the font color. <code>f=#</code> will change the font size, currently there is only 3 font sizes: 0, 1, and 2. <code>c=#######</code> will change the color of the text based on the HTML(Hex RGB) color code used. for example typing <code><style>f=2,c=#FF0000</style></code> with make that Display Module have red text and font size 2. It should also be noted these settings will effect all the text on the Display Module. If you wish to have more than one color text on the same module then you will need to use additional Display Modules.
 
  
Text formatting aren't the only unique codes that be inputted. Display Modules are capable of showing vital information about an entity or its surroundings through the use of some bracketed coding. Typing <code>[power]</code> and pressing "Ok" will allow for the current entity's available energy to be displayed in real time. Various other codes such as <code>[shield]</code> and <code>[structureHp]</code> will have similar effect for their respective stats. Unlike the basic formatting, these codes are treated like normal text and do not lock down the entire module for one particular code. Making use of additional codes can allow you to set up practical information read outs.
+
===Formatting and Coding===
 +
Aside from text, Display Modules can also make use of various simple codes, which either change the formatting of the text on a display or allow it do display important statistics about an entity.  
  
===Advanced Functions===
+
Basic formatting includes changing either the size or color of text on a Display Module. Typing certain characters between <code><style></code>and <code></style></code> tags will result in a change in font size and/or color. <code>f=#</code> will change the font size. There are only 3 values for this: 0, 1, and 2. <code>c=#######</code> will change the color of the text based on the HTML(Hex RGB) color code used. For example, typing <code><style>f=2,c=#FF0000</style></code> with make that Display Module have red text and font size 2. It should also be noted these settings will effect all the text on a Display Module. If different styles of text are required, different Display Modules must be used instead.
Display Modules also <u>'''support copy and paste functions'''</U>. When accessing a Display Module that contains text everything will be highlighted. Pressing {{K|roll ship}}+{{K|select module}} will copy all the selected text (even though there currently is no indication of it). Opening another Display Module and pressing {{K|roll ship}}+{{K|connect module}} will paste the selection into the current space. Using the copy/paste function is a good way of maintaining consistency of all your Display Modules. Using this players can also "import" special text characters from the web. <u>Display Modules support ASCII characters and you can copy them from a web page and paste them in game</u>.
 
  
Display Modules currently lack certain formatting features such as text wrap around and text alignment. Typing without pressing {{K|chat}} will result in your text extending off the right side of the block and being suspended midair. If you wish to keep your text on the block itself unfortunately you will have to engage in some trial and error in order to space each character correctly. Fortunately this odd function can be used to create floating text or apply text to other blocks. The maximum width that characters can reach is roughly five meters (5 block lengths) from the original Display Module.
+
Display Modules can handle more than just text formatting. They are also capable of showing vital information about an entity or its surroundings through the use of some bracketed coding. Typing <code>[power]</code> and pressing "Ok" will allow for the current entity's available energy to be displayed in real time. Various other codes such as <code>[shield]</code> and <code>[structureHp]</code> will have similar effects for their respective statistics. Unlike the basic formatting, these codes are treated like normal text and do not overrule everything else on a display module. Making use of additional codes can allow the construction of practical information readouts.
  
Logic can also be used with Display Modules to create a multitude of devices. When a logic block is placed adjacent to a Display Module and is connected to another Display Module then any time that logic block receives a high signal (On) if will change the text of the connected Display Module to whatever is on the adjacent one. This feature allows for dynamic set ups where messages can be sent in response to various logic triggers or simply animate some text.
+
===Copying and Pasting===
 +
Display Modules also support copy-and-paste functionality. When accessing a Display Module that contains text everything will be highlighted. Pressing {{K|roll ship}}+{{K|select module}} will copy all the selected text (though there currently is no indication of this occurring). Opening another Display Module and pressing {{K|roll ship}}+{{K|connect module}} will paste the selection into the current space. Using the copy/paste function is a good way to maintain consistency throughout a number of Display Modules. Using this, players can also "import" special text characters from external sources. This is because Display Modules support ASCII characters, which can be copied from a website (or other sources) and pasted in-game.
 +
 
 +
===Text Overhang===
 +
Display Modules lack certain formatting features such as text wrapping and alignment. Typing continuously without manually adding line breaks ({{K|Chat}}) will result in text extending past the right edge of the block and being displayed in midair. If it is desired that text stays on the surface of the display block, some trial and error will be required to set up correct line breaks. This odd functionality does allow text to be displayed either in midair or in front of non-display blocks, however. The maximum distance that characters can reach is roughly five meters (5 block lengths) from the Display Module they are on.
 +
 
 +
===Logic Activation===
 +
Logic can also be used with Display Modules to create a multitude of devices. When a logic block is placed adjacent to a Display Module, and this logic is [[Linking|linked]] to another Display Module, the text of the latter Display Module will be changed to that of the former whenever the logic is activated. This feature allows for dynamic setups such as sending messages in response to various logic triggers, or perhaps just animating a piece of text.
  
 
==Useful Links==
 
==Useful Links==
*http://www.asciitable.com/ -ASCII table of special characters
+
*An ASCII table of special characters: http://www.asciitable.com/
*http://www.alt-codes.net/ -Additional list of special ASCII characters
+
*An additional list of special ASCII characters: http://www.alt-codes.net/  
*Fancy Text creation websites
+
*A web page which displays the hex code for a given colour: http://www.w3schools.com/colors/colors_picker.asp
**http://fsymbols.com/generators/aboqe-flip/ -make upside down (uʍop ǝpıɐsd∩) text to import in-game.
+
*A video by Toasterborst, explaining basic and advanced display module usage: https://www.youtube.com/watch?v=EJwDxubfeK8
**http://fsymbols.com/generators/underline/ -make underlined (U̲n̲d̲e̲r̲l̲i̲n̲e̲d̲) text to import in-game.
+
*Another video by Toasterborst, going into further detail about special characters: https://www.youtube.com/watch?v=QLDylQFvakA
**http://fsymbols.com/generators/strikethrough/ -make strikethrough (S̶t̶r̶i̶k̶e̶t̶h̶r̶o̶u̶g̶h̶) text to import in -game.
+
*Various web pages which create formatted text using symbols:
**http://fsymbols.com/generators/lines/ -Make overly liney (R̶̷̲̅ᴇ̶̷̲̅ᴀ̶̷̲̅ʟ̶̷̲̅ʟ̶̷̲̅ʏ̶̷̲̅ ̶̷̲̅L̶̷̲̅ɪ̶̷̲̅ɴ̶̷̲̅ᴇ̶̷̲̅ʏ̶̷̲̅) text to import in-game.
+
**Make upside-down (uʍop-ǝpıɐsd∩) text to import in-game: http://fsymbols.com/generators/aboqe-flip/  
**http://fsymbols.com/generators/smallcaps/ -Make small cap (Sᴍᴀʟʟ) text to import in-game.
+
**Make underlined (U̲n̲d̲e̲r̲l̲i̲n̲e̲d̲) text to import in-game: http://fsymbols.com/generators/underline/  
**http://fsymbols.com/generators/tarty/ -Make Large text letters to import in-game. (Warning, uses a lot of space/ characters)
+
**Make strikethrough (S̶t̶r̶i̶k̶e̶t̶h̶r̶o̶u̶g̶h̶) text to import in-game: http://fsymbols.com/generators/strikethrough/  
**http://fsymbols.com/generators/zalgo/ -Make creepy decaying text to import in-game. (Warning, uses a lot of characters and rows)
+
**Make excessively lined  (R̶̷̲̅ᴇ̶̷̲̅ᴀ̶̷̲̅ʟ̶̷̲̅ʟ̶̷̲̅ʏ̶̷̲̅ ̶̷̲̅L̶̷̲̅ɪ̶̷̲̅ɴ̶̷̲̅ʏ̶̷̲̅) text to import in-game: http://fsymbols.com/generators/lines/  
**http://fsymbols.com/generators/rusify/ -Make Russian style (Яцšsїaи) text to import in-game.
+
**Make small caps (Sᴍᴀʟʟ) text to import in-game: http://fsymbols.com/generators/smallcaps/  
**http://fsymbols.com/text-art/blocky/ -Make text art to import in-game.
+
**Make large text letters to import in-game. ''(Warning: Uses a lot of space/ characters)'': http://fsymbols.com/generators/tarty/  
*http://www.w3schools.com/colors/colors_picker.asp -Site where you can see the HTML codes needed for text color
+
**Make "creepy" text, with a lot of overhanging characters, to import in-game. ''(Warning: Uses a lot of characters and rows)'': http://fsymbols.com/generators/zalgo/  
*https://www.youtube.com/watch?v=EJwDxubfeK8 -Video by Toasterborst explaining basic and advanced display module uses
+
**Make fake Russian-looking (Яцšsїaи) text to import in-game: http://fsymbols.com/generators/rusify/  
* https://www.youtube.com/watch?v=QLDylQFvakA -Another video by Toasterborst going into further detail about special characters.
+
**Make text art to import in-game: http://fsymbols.com/text-art/blocky/  
  
 
[[Category:Decoration]] [[Category:General]]
 
[[Category:Decoration]] [[Category:General]]

Revision as of 09:50, 12 October 2016

Display Module
Display Module.png
Hit Points25
Reactor Hit Points0
Mass0.03
Luminositynone
Data Value (ID)479

Display Modules are special terminal blocks that allow players to type and display text messages. They can also use special codes that can display an entity's system stats in real time. They are extremely versatile and can be used for everything from simple labels to complex logic driven command prompts.

Item Description

"Displays a holographic screen based on the text entered. Can also be used to track vital systems' information."

Production

Production Info
Produced in a Standard Factory Standard Factory.png
RequiresTo create
Bastyn Capsule
x10
Bastyn Capsule.png Display Module
x1
Display Module.png
Alloyed Metal Mesh
x10
Alloyed Metal Mesh.png

Usage

Function Codes
All codes are case sensitive. Please type them correctly or else they will not work.
Code Use
[name] Displays the current name of the entity.
[mass] Displays the current mass of the entity.
[blockCount] Displays the current total amount of blocks that comprises the entity.
[armorHp] Displays the current Armor HP of the entity.
[armorHpCap] Displays the total Armor HP of the entity. Best used in conjunction with [armorHp].
[armorHpPercent] Displays the percentage of Armor HP remaining on the entity.
[structureHp] Displays the current Structure HP of the entity.
[structureHpCap] Displays the total Structure HP of the entity. Best used in conjunction with [structureHp]
[structureHpPercent] Displays the percentage of Structure HP remaining on the entity.
[power] Displays the current amount of energy in the entity.
[powerCap] Displays the total amount of energy in the entity. Best used in conjunction with [power]
[powerPercent] Displays the percentage of energy remaining in the entity.
[auxPower] Displays the current auxiliary power in the entity.
[auxPowerCap] Displays the total auxiliary power in the entity. Best used in conjunction with [auxPower]
[auxPowerPercent] Displays the percentage of auxiliary power remaining in the entity.
[shield] Displays the current shield capacity of the entity.
[shieldCap] Displays the total shield capacity of the entity. Best used in conjunction with [shield]
[shieldPercent] Displays the percentage of shield capacity of the entity.
[speed] Displays the current speed of the entity.
[sector] Displays the map coordinates of the current sector the entity resides in.
[system] Displays the map coordinates of the current system the entity resides in.
[docked] Displays the docking status of the entity.
[cloaked] Displays whether or not the entity is currently cloaked.
[jamming] Displays whether or not the entity is currently radar jamming.
Advanced Codes
Code Use
[PASSWORD]text The text in this block will not show up. Can be used to create password protected devices.
[ADD]text The text after [ADD] is added to the existing text of the connected block
([ADD] must be in the very front)
[DEL]number Removes an amount of characters from the conneted block
([DEL] must be in the very front)
[REPLACEFIRST]regexp[WITH]replacement use java conform regular expressions to replace specific text
([REPLACEFIRST] must be in the very front)
[REPLACEALL]regexp[WITH]replacement use java conform regular expressions to replace specific text
([REPLACEALL] must be in the very front)

Display Modules are one of the most versatile blocks in the game. They can be used for a range of things, from leaving messages to displaying vital information during a firefight. The Display Module can be as simple or complex as necessary.

Activating a Display Module with R will open its text editing menu. While it can take all manner of input, it has a limit on both character count and rows used. It can take up to 250 characters across 10 rows. Typing in a Display Module is not dissimilar to basic word processors such as Windows Notepad. Clicking "OK" will confirm and save the text which has been inputted to a Display Module's edit menu.

Display Modules can be oriented in 6 directions, but depending on the desired facing of the text, this may prove restrictive. In order to work around this limit on orientations, Display Modules could instead be placed on docked entities, letting the player more precisely control the facing of the text.

Formatting and Coding

Aside from text, Display Modules can also make use of various simple codes, which either change the formatting of the text on a display or allow it do display important statistics about an entity.

Basic formatting includes changing either the size or color of text on a Display Module. Typing certain characters between <style>and </style> tags will result in a change in font size and/or color. f=# will change the font size. There are only 3 values for this: 0, 1, and 2. c=####### will change the color of the text based on the HTML(Hex RGB) color code used. For example, typing <style>f=2,c=#FF0000</style> with make that Display Module have red text and font size 2. It should also be noted these settings will effect all the text on a Display Module. If different styles of text are required, different Display Modules must be used instead.

Display Modules can handle more than just text formatting. They are also capable of showing vital information about an entity or its surroundings through the use of some bracketed coding. Typing [power] and pressing "Ok" will allow for the current entity's available energy to be displayed in real time. Various other codes such as [shield] and [structureHp] will have similar effects for their respective statistics. Unlike the basic formatting, these codes are treated like normal text and do not overrule everything else on a display module. Making use of additional codes can allow the construction of practical information readouts.

Copying and Pasting

Display Modules also support copy-and-paste functionality. When accessing a Display Module that contains text everything will be highlighted. Pressing Left Alt+C will copy all the selected text (though there currently is no indication of this occurring). Opening another Display Module and pressing Left Alt+V will paste the selection into the current space. Using the copy/paste function is a good way to maintain consistency throughout a number of Display Modules. Using this, players can also "import" special text characters from external sources. This is because Display Modules support ASCII characters, which can be copied from a website (or other sources) and pasted in-game.

Text Overhang

Display Modules lack certain formatting features such as text wrapping and alignment. Typing continuously without manually adding line breaks (Enter/Return) will result in text extending past the right edge of the block and being displayed in midair. If it is desired that text stays on the surface of the display block, some trial and error will be required to set up correct line breaks. This odd functionality does allow text to be displayed either in midair or in front of non-display blocks, however. The maximum distance that characters can reach is roughly five meters (5 block lengths) from the Display Module they are on.

Logic Activation

Logic can also be used with Display Modules to create a multitude of devices. When a logic block is placed adjacent to a Display Module, and this logic is linked to another Display Module, the text of the latter Display Module will be changed to that of the former whenever the logic is activated. This feature allows for dynamic setups such as sending messages in response to various logic triggers, or perhaps just animating a piece of text.

Useful Links