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Thanks
DM
and on my weldership it cant find the inventory for the invntory list but that works fine on my ship... curious
graphic:text:capacity
position:496,100:a
size:206,20:a
alignment:right
checkremote:hydrogen:$(p2)
text:%fillvalue% / %capacity%
gradient:0:$(colorred)
gradient:0.4:$(coloryellow)
gradient:0.8:$(colorgreen)
visibility:>:0
graphic:bar:fuel
size:20,340:a
position:245,420:a
style:tiles:90:50:0:a
border:$(border):$(bordersize):$(bordersize):$(bordersizetype):$(bordercolor)
background:$(bgcolor)
check:generator:Hydrogen Engine:false
gradient:0.0:217,95,14
gradient:0.4:244,186,79
gradient:0.7:245,237,168
graphic:text:fuel
position:507,420:a
alignment:right
font:$(font):$(fontsize):$(fontcolor)
check:generator:Hydrogen Engine:false
text:%currentfuel%
I have tried to find a solution for your setup. But Im not sure you can get an overall on/off for handbreaks in a remote group. Only way I have found to get data is via a connector.
This is for 1 connector for more, add $connector lines and a "Parking Brake On /Off" section for each connector.
screen:0
font:DEBUG:3:100,100,100
#size 512x204.8
bgcolor:0,0,0
$blockname:Hand Break
$isgroup:true
$texton:On
$coloron:255,0,0
$textoff:Off
$coloroff:0,255,0
$greycolor:40,40,40
$connector1:Rover Connector
graphic:text:text
alignment:c
position:255,51.2:a
text:Parking Brake
#Parking Brake On
graphic:text:Value:
position:127,153.6:a
checkremote:property:$(connector1):$(blockname):$(isgroup):HandBrake
alignment:c
text:$(texton)
gradient:0.0:$(greycolor)
gradient:1.0:$(coloron)
#Parking Brake Off
graphic:text:Value:
position:383,153.6:a
checkremote:property:$(connector1):$(blockname):$(isgroup):HandBrake
alignment:c
text:$(textoff)
gradient:1.0:$(greycolor)
gradient:0.0:$(coloroff)
It works. But you have to write in the group name. The line has to be like this:
check:inventory:Cargo Ores:true:ice
Where "Cargo Ores" is the group name, and "true" is telling it that ti is a group
Hope that it helps
# Ice capacity
graphic:bar:capacity
position:0.25,0.5:r
size:0.1,0.7:r
check:inventory:$(blocks):$(isgroup):ice
style:tiles::20:$(bordersize):$(bordersizetype)
border:$(border):$(bordersize):$(bordersize):$(bordersizetype):$(bordercolor)
gradient:0.0:255,0,0
gradient:0.2:255,100,0
gradient:0.3:255,255,0
gradient:0.5:0,255,0
Thank you
screen:0
font:DEBUG:3:100,100,100
#size 512x204.8
bgcolor:0,0,0
$blockname:Hand Brake
$isgroup:true
$texton:On
$coloron:255,0,0
$textoff:Off
$coloroff:0,255,0
$greycolor:40,40,40
graphic:text:text
alignment:c
position:255,51.2:a
text:Parking Brake
#Parking Brake On
graphic:text:handbrake
position:127,153.6:a
checkremote:property:$(blockname):$(isgroup):handbrake
alignment:c
text:$(texton)
gradient:0.0:$(greycolor)
gradient:1.0:$(coloron)
#Parking Brake Off
graphic:text:handbrake
position:383,153.6:a
checkremote:property:$(blockname):$(isgroup):handbrake
alignment:c
text:$(textoff)
gradient:0.0:$(greycolor)
gradient:1.0:$(coloroff)
Did you use a group/block name for your inventories? Or maybe a filter? A simple way could be
=> check:inventory
for all items in all inventories or
=> check:inventory:::ammo
for all ammunition in all inventories
Maybe it helps:
https://github.com/dmorigin/se_mod_vis/wiki/Single-Hydrogen-Tank-Overview-1x1-Small-Grid
Some more informations would be helpful :)
I'm just assuming its prob incompatible with something else.
That what i thought. I was hoping to be able to rotate it all..
thanks for the answer
is it possible to rotate the entire image? Im trying to use a LCD rotated 90dg. but havnt been able to figure out if rotating the image was posible?
You need to go over the properties and check for the property "Open"
For example:
graphic:list:value
check:property:YourDoors:true:Open
replace:0.0:Closed
replace:1.0:Open
Notice that the property "ChargeMode" has 3 values. See the example below:
graphic:list:value
position:0.5,0.5:r
check:property:::ChargeMode
replace:0.0:AUTO
replace:1.0:RECHARGE
replace:2.0:DISCHARGE
visibility:>=:0
Can you confirm DC property don't work with int64 data ?
graphic:text:value
font:DEBUG:0.8:255:255:255
position:0.5,0.5:r
check:property:MyBatteryGroup:true:ChargeMode
replace:0.0:AUTO
replace:1.0:RECHARGE
PS:
Sorry... a miss click has delete a comment. Sorry for that.
See: https://github.com/dmorigin/se_mod_vis/wiki
Reactor Overview: https://github.com/dmorigin/se_mod_vis/wiki/Reactor-Overview
Jump Drives: https://github.com/dmorigin/se_mod_vis/wiki/Jump-Drives-Overview
For the Reactor Overview there is no example currently. But you can adapt the Life System ( https://github.com/dmorigin/se_mod_vis/wiki/Life-System-Support ). I will add more examples next days.
A little example:
graphic:curvedbar:usage
icon:IconEnergy:0,88,150
style:0.0:90.0:true:5.0
check:powerproducer
gradient:0.0:0,255,0
gradient:0.6:255,255,0
gradient:0.9:255,0,0
The current implementation knows only two settings:
* style
Syntax: style:minDegree:maxDegree:colorLerp:thickness
minDegree and maxDegree is used as a floating point number and set where the bar starts and where it ends in degree. Default values are -50.0 and +230.0. With colorLerp you can select between flowing or segmented colors. Default is "true". With "thickness" it's possible to set how thick/width the bar is. Default value is 5.0.
* icon
Syntax: icon:name:color
If you want an icon in the center of the curved bar, use this setting. The first parameter set the name of the icon. You can use any icon that is also available as like the graphic "icon". The second parameter is a color value and is used to set the color of the icon.
On default no icon is set.
I cant find the instruction for curvedbars in the instruction anymore. I see hat you made some changes to the in V.0.42. just curius how to use them now
The sort of format that would be very useful would be something like:
[SCREENSHOT]
Custom Data (if there are multiple lcds on the screenshot say which lcd it needs to go in)
A single sentence or two about what is being done (e.g. Shows amount of components by type compared to desired amount in all containers directly on base, ignoring any connected ships)
If it dosen't help there is a way to move the configuration from the block to the PB. See here: https://github.com/dmorigin/se_mod_vis/wiki/System-configuration#configure-block
I think this changes helps you to combine my script with other mods/scripts :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2049208780
And it doesn't rename blocks it just add a couple lines in config data that your script has no idea how to handle so it kills itself. In fact, your script doesn't do well with any other script that would output to a display such as Automatic LCD 2 from MMaster or anyone else that can output to a specific panel in a multipanel block.
For this my suggestion is to add in better error checking and garbage control, or adopt the '---' config data separator that MMaster initially implemented and others have adopted well enough. In this case you can have all of the top end of config data until you reach the separator and then stop processing and or ignore the rest of it. That way we can mix and match data from other programs on the same cockpit panels that have your screens.