Display module variables are really fun to use, but without there being a way to actually compare, alter or read the values they display, they remain tiny numbers on a display, and nothing more. There is a whole treasure trove of logic devices that can use these values to do amazing things (imagine in-game galaxy maps and reactorhp animations). (Some of this is possible using sensors, but poorly)
While I'm sure there is a good reason they behave more like pointers (performance?), I don't think copying them over to another display as actual text should be a problem because copying rate is only as fast as the fastest clocks in-game, which is 2Hz (without hackx).
Eg: You have Display Module A with [sector]. You place a button next to it and slave another Display module B to it. When you activate the button, instead of copying over [sector] into the second display, it copies the actual sector in text (55 -10 17 or whatever is the sector at the time of copying over)
While I'm sure there is a good reason they behave more like pointers (performance?), I don't think copying them over to another display as actual text should be a problem because copying rate is only as fast as the fastest clocks in-game, which is 2Hz (without hackx).
Eg: You have Display Module A with [sector]. You place a button next to it and slave another Display module B to it. When you activate the button, instead of copying over [sector] into the second display, it copies the actual sector in text (55 -10 17 or whatever is the sector at the time of copying over)
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