

I cant tell you how many large grid products I've scrapped due to me not configuring the names and groupings as I go. The script has been updated so you need to no longer need to ♥♥♥♥ around inside the script data itself! You can safely edit and modify things from the arguments alone! Here are some examples:ġ4 (1110) = All displays except toolbar are activated. If you know your decimal to binary conversions, don't hesitate switching hex to true in the pb itself. The 4th leftmost bit modifies Toolbar control (1st bit) The 3rd leftmost bit modifies Inventory control (2nd bit) The 2nd leftmost bit modifies Terminal control (3rd bit) The leftmost bit modifies HUD control (4th bit) The bits correspond to the actual switches you might throw. For example, setting 15 (1111) would set HUD, terminal, inventory, and toolbar displays to be on, whereasĠ (0000) would turn them all off. ~ Display Settings = Either a binary string or 4 bit number (number < 16) that dictates how the particular object should be displayed. ~ Custom Name = The custom name which you as a user may choose to give this object type.

~ Type Name = The object reference to properly build the relationships. Which by semicolon separation, Display Settings, Custom Name, and Type Name respectively. (binary string or 4 bit int) CamelCaseType1 CamelCaseType2 ~CUSTOM DATA TAKES PRIORITY OVER BUILTIN INFO!Ī typical line within the pb custom data will appear something like ///////////////////////////////////////īy default, the script will import information from the custom data of the pb and attempt to parse out type handles. Remember, this also extends through connectors.ĭefault command will apply schemas only to elements that have not been defined as set. ~ subs = Alternates the scripts ability to concern itself for connected subgrids. ~ hex = alternates the output of binary flags or integer representation when dumping to custom data. For example, say you have a grid named Ship Mk.2 but you just want blocks in the grid to have ship name Ship. ~ name = Gives an alternative name for how shipnames would appear in the terminal. Those variable numbers reference as follows Specifying will refer to a particular variable the script has access to. ~ order = Specifies a new format for you to use, and is not subject to my original limitations. ~ override = Treats all blocks on the grid as having set, and will consider it available for updating. ~ NO ARGUMENTS = Will attempt to apply name and display settings to all blacks that have set at the front of the blocks name. If you make any changes to settings, be sure to recompile so they are saved! Recompiling the script will save configurations and store them to the custom data of the pb this script is running on. This informs the script that this block does not have a proper name defined and is allowed to be named as the script sees fit.


These changes will be documented more in change notes and the reasons for the change, but its core was to make using the script easier and more hands on.Ī block can be modified by the script if the flag is found at the start of the block name. The ordering of the custom data has been changed as well as how blocks are interacted with via the script. NOTICE: The script has underwent some significant changes. The current schema can be dumped straight to custom data to allow you to modify and take with you your own version of naming conventions to any future build. It will by default attach the grid name it belongs to, the type, and an ID which just happens to be the blocks grid coordinates in reference to where the pb is placed, which allows you to quickly hunt down similar blocks and group them with ease. The script works by finding a prexisting schema that you have defined, and whether defined or not, applies that schema to all block types on your current grid. Do you have your own naming convention you wish to take across builds? Thanks to a custom data dump, you can not only modify block type properties and names en-masse, but also take it with you wherever you go. Builders Script: Intimidated by the sheer volume of configs you need to set to make your ships menus nice and neat? Fear no more as with my NameChanging script you can configure your terminal blocks names and views numbering in the 1000's in mere seconds.
