Display Module
Display Module | |
---|---|
Hit Points | 25 |
Reactor Hit Points | 0 |
Mass | 0.03 |
Luminosity | none |
Data Value (ID) | 479 |
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.
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 | ||||
Requires | To create | ||||
Bastyn Capsule | x10 |
Display Module | x1 |
||
Alloyed Metal Mesh | x10 |
Usage
Function Codes | |
---|---|
Name | 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 | |
Name | 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) |
Press R 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.
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.
Coding
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 <style>
and </style>
will result in the change in font size and/or the font color. f=#
will change the font size, currently there is only 3 font sizes: 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 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 [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 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.
Advanced Functions
Display Modules also support copy and paste functions. When accessing a Display Module that contains text everything will be highlighted. Pressing Left Alt+C will copy all the selected text (even though there currently is no indication of it). 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 of maintaining consistency of all your Display Modules. Using this players can also "import" special text characters from the web. Display Modules support ASCII characters and you can copy them from a web page and paste them in game.
Display Modules currently lack certain formatting features such as text wrap around and text alignment. Typing without pressing Enter/Return 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.
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.
Useful Links
- http://www.asciitable.com/ -ASCII table of special characters
- http://www.alt-codes.net/ -Additional list of special ASCII characters
- Fancy Text creation websites
- http://fsymbols.com/generators/aboqe-flip/ -make upside down text to import in-game.
- http://fsymbols.com/generators/underline/ -make underlined text to import in-game.
- http://fsymbols.com/generators/strikethrough/ -make strikethrough text to import in -game.
- http://fsymbols.com/generators/lines/ -Make overly liney text to import in-game.
- http://fsymbols.com/generators/smallcaps/ -Make small cap text to import in-game.
- http://fsymbols.com/generators/tarty/ -Make Large text letters to import in-game.
- http://fsymbols.com/generators/zalgo/ -Make creepy decaying text to import in-game.
- http://fsymbols.com/generators/rusify/ -Make russian style text to import in-game.
- http://fsymbols.com/text-art/blocky/ -Make text art to import in-game.
- http://www.w3schools.com/colors/colors_picker.asp -Site where you can see the HTML codes needed for text color
- https://www.youtube.com/watch?v=EJwDxubfeK8 -Video by Toasterborst explaining basic and advanced display module uses
- https://www.youtube.com/watch?v=QLDylQFvakA -Another video by Toasterborst going into further detail about special characters.