Customisable Scrolling Display

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Please provide if possible always a blueprint of your creation.
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Xeteth
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Joined: Tue Feb 17, 2015 6:06 am
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Customisable Scrolling Display

Post by Xeteth »

This is my scrolling display I created with the intention of it being easy to use (especially for those who are not combinator savvy :)) and implement into your own worlds!

Here's a preview of the build:

Image


It features:
  • Fully customisable lettering and numbering using the already existing circuit network signals
  • Set colour for each letter/number
  • Change the scroll speed
What could it be used for? In my base I am using it to read out certain things from the logistic network (coal/oil level etc), however it really could be used to display any kind of information if setup correctly.

I made a quick overview and tutorial video which is worth watching if you plan to implement this in your base, you can see that here: https://www.youtube.com/watch?v=Be96_2Yn5tY

The blueprint string:

Code: Select all

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siggboy
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Re: Customisable Scrolling Display

Post by siggboy »

Get ready for XKnight to reduce this to 2n+3 combinators :lol: :lol: :lol:
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

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Re: Customisable Scrolling Display

Post by komrade_toast »

Really, great! Very simple, shouldn't take me long to poke through and figure out how to add custom characters. I use a few mods that give me a LOT more virtual signals, and allows me to use more colors on the lamps (grey and black as well, so I have to change those mappings). I could see it being useful for a one-line status display, with a bunch of inventory levels concatenated together and all scrolling by "Iron: 3000 | Copper: 2000 | Coal: 3700" etc...

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Re: Customisable Scrolling Display

Post by Xeteth »

komrade_toast wrote:Really, great! Very simple, shouldn't take me long to poke through and figure out how to add custom characters. I use a few mods that give me a LOT more virtual signals, and allows me to use more colors on the lamps (grey and black as well, so I have to change those mappings). I could see it being useful for a one-line status display, with a bunch of inventory levels concatenated together and all scrolling by "Iron: 3000 | Copper: 2000 | Coal: 3700" etc...
The characters are stored in a binary form in the constant combinators. When they are called for by the system they get decoded and shot onto the display. As long as you can work out the binary involved it should be easy to add custom letters. If you have any issues let me know :)

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Re: Customisable Scrolling Display

Post by komrade_toast »

Analyzed this a bit (and watched the video a couple times) and decided to share this:
Image

All credit of course goes to Xeteth, I haven't poked around in the logic too much (yet). Only have made the additions for extra colors from "More signal color" mod and expanded the default defined characters and default characters available to use (message length). I only have that many characters because I have installed a few mods that add a ton of extra signals to the game, most people (including myself) probably won't use that many. I will add a blueprint string soon, I am still checking things out.

As for the way the characters are stored, now that I know they are in binary and just converted from their decimal form, then output on the correct row; it should be easy to create any character I want! Who knows, maybe I'll find the characters to fill the 92 slots.

I'm thinking about just creating my own "signals mod" so I have some easily identifiable signals for me to use. I can't understand Katakana, so using the Kana Signals mod is a bit tough. And I don't like the extra tab that Extra Virtual Signals adds.

More Signal Color: https://mods.factorio.com/mods/devilwar ... al%20color
Kana Signals: https://mods.factorio.com/mods/GotLag/Kana%20Signals
Extra Virtual Signals: https://mods.factorio.com/mods/chocki/E ... al-Signals

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Re: Customisable Scrolling Display

Post by cid0rz »

Thank you for your post, it is a very interesting build. Very clear and rewarding to study. I like a lot the "clock" and how it works and how it can be extended in every way. Also very good signal choices, it helps a lot when studying something that is not yours and very clean wiring. Now that I know how it works I'll hack it with spaghetti mess included :mrgreen:

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Re: Customisable Scrolling Display

Post by XKnight »

Actually, this is very simple task (at least for me).

I didn't watch your youtube video, but just want to list all properties of this build:
- probably the most noticeable difference is storing the entire alphabet in one combinator.
- second important difference is char encoding where each char has its own length. For example "i" letter has only 1 lamp width.
- no colors, if you want you can play with them, but for me this is not interesting.
- only 4 rows, and only "factorio" letters in alphabet. If you want more - you can extended that constants, but this is very very boring.
- display width is 31 lamps, for each additional 31 lamps width you have to add extra 4 combinators (and a little bit more).
- clock length is tunable, by default 10 ticks.
- there is some kind of communication protocol between display and outer world: display sends "1 Red" pulse signal each time when new char is required, so theoretically you can display somethings like "123 iron 234 copper"
- and the last, I am 100% sure that it is possible to simplify ~3-4 combinators or maybe even more.
Image
Blueprint

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Re: Customisable Scrolling Display

Post by cid0rz »

Hi again, I used the memory cells for something good. Now I can use your display with them. I've modified a bit the system so it reads automatically the first memory column depending on the number of words. Each cell has a complete word with its color. Now white must be included for the length of the word calculations. Then only one color for word is possible. But now you can write on the memory, change the displayed message, and as the words are in memory cells, you can esaily do things like codes "train incoming" and "train leaving" can be implemented with 3 memory cells. But most important I learnt a lot and had a lot of fun playing with powers of 2 all around. So here you can see my 2 testwords Thanks Xeteth
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display.jpg
display.jpg (554.57 KiB) Viewed 13349 times

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Re: Customisable Scrolling Display

Post by komrade_toast »

XKnight wrote: I didn't watch your youtube video, but just want to list all properties of this build:
- probably the most noticeable difference is storing the entire alphabet in one combinator.
- second important difference is char encoding where each char has its own length. For example "i" letter has only 1 lamp width.
- no colors, if you want you can play with them, but for me this is not interesting.
- only 4 rows, and only "factorio" letters in alphabet. If you want more - you can extended that constants, but this is very very boring.
- display width is 31 lamps, for each additional 31 lamps width you have to add extra 4 combinators (and a little bit more).
- clock length is tunable, by default 10 ticks.
- there is some kind of communication protocol between display and outer world: display sends "1 Red" pulse signal each time when new char is required, so theoretically you can display somethings like "123 iron 234 copper"
- and the last, I am 100% sure that it is possible to simplify ~3-4 combinators or maybe even more.
Very nice build! I especially love the variable character width (the "i" character being only 1 char wide).

Also cid0rz, what memory cells are you refering to here?
cid0rz wrote: Hi again, I used the memory cells for something good. Now I can use your display with them.
On another note, I have released my signal mod! I have added all the signals I thought were missing from the game, plus many more. I'll leave it to the rest of the community to find the creative uses for it.
Custom Signals 0.6.14

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Re: Customisable Scrolling Display

Post by cid0rz »

Hello Toast, here the referred cells: viewtopic.php?f=193&t=32375#p206902 I updated the post with the version I used for the setup above. I like the idea of more signals and custom ones, i'll have a look to the mod.

Cheers!

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Re: Customisable Scrolling Display

Post by renigadetl »

Does anyone have the blueprint for this display for v.16?

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Re: Customisable Scrolling Display

Post by cid0rz »

renigadetl wrote:
Thu Aug 29, 2019 10:49 pm
Does anyone have the blueprint for this display for v.16?
Hi, i've been doing some archeology, they work no problemm on my 0.17 save. i hope you can open them on .16:
EXPAND


Cheers!

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Re: Customisable Scrolling Display

Post by cid0rz »

Hi back all,

Ive been doing some developments on scrolling displays, i couldn't help myself to start tinkering and finally end up doing another version ^^. The display itself is just same as XKnight's but 1 row more. I was not lazy so the alphabet is complete with all the letters (only capital) and numbers:
alphabet.jpg
alphabet.jpg (413.92 KiB) Viewed 7126 times
Additionally I have done a word decoder and modified one of my memory banks to make a text buffer. Each word is encoded as a bitmask of letters, the decimal value of that bitmask is the signal value that the word should have to display correctly. Below youll find images and blueprints.

EXPAND

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Re: Customisable Scrolling Display

Post by alantyra »

cid0rz wrote:
Mon Sep 12, 2016 7:03 pm
Thank you for your post, it is a very interesting build. Very clear and rewarding to study. I like a lot the "clock" and how it works and how it can be extended in every way. Also very good signal choices, it helps a lot when studying something that is not yours and very clean wiring. Now that I know how it works I'll hack it with spaghetti mess included :mrgreen:
What could it be used for? In my base I am using it to read out certain things from the logistic network (coal/oil level etc), however it really could be used to display any kind of information if setup correctly.

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