The display modules are currently only useful for static text but dynamic text would add a lot to the atmosphere of starmade, so I will add my suggestion below.
There were already some topics on more options for display module logic
e.g. here or here
While not totally different from this idea I want to propose a method that might fit better in the block based system of starmade.
There would be 3 base rules to alter the text on the Display Module (from now DM) that can change everything you want and 3 rules that will trigger logic output on specific conditions.
To alter the text of a DM the logic block must be adjacent to the DM that should be changed, this should help to distinguish the different modi (change text and create logic output).
1. A not signal that is adjacent to a DM and activated will erase the text of the module
2. A button adjacent to a DM and linked to a second DM loads the text of the second DM into the DM its adjacent to.
3. A and block adjacent to a DM and linked to a second DM will add the text of the second DM to it's adjacent DM when activated.
4. A and block that is linked to two DM will generate a true signal if textA equals text b
5. A or signal will generate a true signal if one word is contained in both texts. (Any word of textA in textB or vice versa)
6.A not signal will generate a true signal if the words in both texts are distinct.
With this 3 easy to use rules fot textbuilding you could build every text that matches into a display module (also some complex text displays might need a lot of logic, but that is already the case for a lot of things .
I hope you like the idea, feel free to post your addisions.
There were already some topics on more options for display module logic
e.g. here or here
While not totally different from this idea I want to propose a method that might fit better in the block based system of starmade.
There would be 3 base rules to alter the text on the Display Module (from now DM) that can change everything you want and 3 rules that will trigger logic output on specific conditions.
To alter the text of a DM the logic block must be adjacent to the DM that should be changed, this should help to distinguish the different modi (change text and create logic output).
1. A not signal that is adjacent to a DM and activated will erase the text of the module
2. A button adjacent to a DM and linked to a second DM loads the text of the second DM into the DM its adjacent to.
3. A and block adjacent to a DM and linked to a second DM will add the text of the second DM to it's adjacent DM when activated.
4. A and block that is linked to two DM will generate a true signal if textA equals text b
5. A or signal will generate a true signal if one word is contained in both texts. (Any word of textA in textB or vice versa)
6.A not signal will generate a true signal if the words in both texts are distinct.
With this 3 easy to use rules fot textbuilding you could build every text that matches into a display module (also some complex text displays might need a lot of logic, but that is already the case for a lot of things .
I hope you like the idea, feel free to post your addisions.
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