Description
Takes in an item signal, and displays the name of that object.
Works out of the box for every single item and fluid in the vanilla game, but can be modified to work with mod items too!
I've also written a companion Python script where you can add your own items (from mods), and the script will generate a blueprint book full of combinators that you can slap down on top of this blueprint, and it will work automatically.
You can also do this if you don't like the shortened names I've chosen for some items, since the 16 character limit required some manual abbreviations. This design can also theoretically be extended past 16 characters, but that would require some small tweaks to the code.
The generation script can be found here:
https://gist.github.com/RatherBeLunar/cb5a5a82c3de8ba927906226dd18dbae
Some minor notes:
- The blueprint includes some information labels from the Text Plates mod. These are just to indicate what certain combinators are for; the blueprint works fine without them, and you can ignore any import warnings you get about this
- The font and item name data are compacted into the constant combinators via bit-packing. Each row of "Letter Data" combinators encodes the data for a 4 letter slice of every item in the game.
- Each character is encoded by 7 bits, and 7*4=28, which fits into the 32 bit number limit. I'm using a signal filter method that requires that I use at least 1 bit less than the full 32 bit capacity, so I can't use 8 bit chars without going down to 3 chars per signal.
- The Python script also allows you to add more characters to the font as needed, up to 63. There are currently 39 characters encoded (A-Z, 0-9, " ", ".", "-", and "_").