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Displays

Blocks that show something in the world with display entities: a signal level as a bar, an item floating above its block, a name or a number in glowing tube-style text.

Getting them

Block Looks like Recipe
Gauge Bar polished blackstone Gauge Bar recipe
Item Hologram barrel, lid up Item Hologram recipe
Text Screen barrel, a dark screen on its lid Text Screen recipe

Operators: /function ra_displays:items/give_all.

Configuring a display

Every display block has the same settings, changed with the Data Handler; the Wrench (Shift+right-click) cycles the ones that are a choice. A Wrench change shows at once, a Data Handler change within a second.

Property Values Default
facing down, up, north, south, west, east: the face the display is drawn on (or, for the Item Hologram, floats out of). A barrel's lid turns with it, contents kept. In the Data Handler, one button per face the face looking at you when placed (Item Hologram: up)
direction how the display is turned on that face; see each block below
color see each block below; anything else draws the default
offset a position (x, y, z), each -16 to 16 in sixteenths of a block: right, up, and out of the face, as you look at it. In the Data Handler, [Edit] nudges it by 1/16, 1/4 or a whole block, or types an axis 0, 0, 0
scale 25 to 400 (percent), about the middle of the face; admins up to 1600 100
rotation a tilt, yaw -180 to 180 and pitch -90 to 90 degrees, from straight out of the face: yaw turns it clockwise seen from its top, a positive pitch tips its front down. The text (the Text Screen's screen stays flat on the block) or the hologram's item turns about its own middle; the hologram's name stays upright above it. In the Data Handler, [Edit] nudges it by 1, 15 or 45 degrees, or types an angle 0, 0
background the colour behind the text (Text Screen, Gauge Bar, the hologram's name): none, one of the sixteen chat colours with an opacity, or typed as #AARRGGBB. None shows only the block's face behind the text. Only #00000000 is none: a colour typed with opacity 00, such as #00FF0000, is kept as typed (and draws nothing) none

The scale a new display gets is on the Displays settings page (Gauge Bar scale and the others).

Gauge Bar

A bar on the front of the block, filled to the redstone level feeding it: empty at 0, full at 15. It is fifteen glowing segments, one per level, drawn as text like the Text Screen: the lit ones in the fill colour, the others in the track colour, with nothing behind them unless you give it a background.

  1. Place it: the bar is drawn on the face looking at you (it can face up or down too).
  2. Feed it redstone from any side. The strongest level wins; a repeater or comparator pointing into it fills it completely. Dust carries its real level: to show how full a chest is, put one dust between the comparator reading it and the Gauge Bar.
  3. Shift+right-click with the Wrench to change the facing, the direction or a colour.
Property Values Default
direction which way it fills: right (from the left edge), left, up (from the bottom), down right
color the lit segments: a colour name (red, gold, green, aqua... the sixteen chat colours) or #RRGGBB red
track_color the unlit segments, the same colours dark_gray

The Goggles show the level, the facing, the direction and the colour.

Crafted from three glass panes, two redstone, a comparator and three polished blackstone.

Item Hologram

A barrel that shows the item inside it floating half a block above its lid, turning slowly, with the item's name over it.

  1. Place it and put an item in (by hand, a hopper, an Item Pipe...). The first item in the barrel is the one shown; how many there are does not matter.
  2. Take it out, or put another one first, and the hologram follows within a second.
  3. A renamed item shows its anvil name; any other its usual name, in your language.
Property Values Default
spin the item turns (a full turn every 4 seconds) on
show_name the item's name floats above it on
direction where a still item (spin off) faces: front (out of the face), right, back, left front
color the name's colour: a colour name (white, gold, aqua, light_purple... the sixteen chat colours) or #RRGGBB. A renamed item's own colour wins white

Floating out of a side, the item is a block out from that face with its name above it, and the name faces out; over the top or under the bottom, the name turns to whoever looks.

Shift+right-click with the Wrench to turn the spin or the name off, or change the rest. The display is the same for everyone looking at it, so these belong to the block, not to each player. Breaking it spills the barrel's contents as any barrel does.

Crafted from a glass block, two amethyst shards, an ender pearl and a barrel.

Text Screen

A barrel with a dark screen on its lid, showing one line of glowing amber text like a nixie tube. The redstone level feeding it picks what it shows:

Level Shows
15 the name of the item in the barrel's first slot
14 the second slot
... ...
1 the fifteenth slot
0, or the chosen slot empty nothing: the tube is dark
any, barrel empty the level itself, 0 to 15, in large digits
  1. Place it: the screen is on the face looking at you (it can face up or down too).
  2. Put items in its first fifteen slots, one per name to show: a renamed item shows its anvil name, any other its usual name, in your language. Long names wrap onto a second line.
  3. Feed it redstone from any side. The strongest level wins; a repeater or comparator pointing into it reads as 15. A dust line from a Sequencer, a Signal Calculator or a comparator turns it into a small message board.

The screen changes as soon as the level does; a change to the barrel's contents shows within a second. Breaking it spills the barrel's contents as any barrel does. The Goggles show the level, the facing, the direction and the colour.

Property Values Default
direction where the top of the text points: up, left, down, right up
color a colour name (gold, aqua, white... the sixteen chat colours) or #RRGGBB. A renamed item's own colour wins #FF8C1A (amber)

Crafted from three glass panes, two glowstone dust, a comparator and a barrel.


Advanced

  • Every display is a block_display, item_display or text_display standing on the block's marker, tagged ra and ra.display, and moved where it is drawn by its transformation. Breaking the block removes them; so do the uninstall and the admin purge.
  • Displays are fully lit (brightness 15): they stand inside the block, where the light is 0.
  • Configuration (ra/modules/displays/DisplayConfig.kt): the facing (a direction property) is each display's entity Rotation; direction, offset and scale are its transformation, computed by one generated helper (<block>/form/<part>) in fixed point with scoreboard operations, no macro. The rotation (a facing property, yaw and pitch) is the tilted parts' right_rotation: a quaternion built from a sine table written at load (storage ra:displays trig, one entry per degree, DisplayTilt.kt), read by one macro whose arguments are the two clamped integer angles. A text turns about the middle of its line: its translation is corrected by the same table. The background (a color property, ARGB) is copied into the text display's background through a score. A block redraws (<block>/restyle) on placement, from the Wrench, and from the slow clock when data.properties differs from data.data.style. Missing properties (a block placed by an earlier build) get their defaults then; until then a missing rotation reads as no tilt and a missing background as none. A Gauge Bar placed by an earlier 6.0.3 build with the old background:1b flag reads it as the colour 1, which is transparent: its dark plate is gone from its next redraw, as text displays have no backdrop by default. Text colours are checked (ra_displays:text_color/check) and copied, never pasted into a command.
  • One slow clock, ra_displays:poll/run, runs once a second while a display block that needs it is loaded, and stops when none is. It puts back a display killed by hand.
  • Gauge Bar: marker tag ra.custom_block.gauge_bar, one text_display tagged ra.displays.gauge_bar: fifteen █ glyphs, the first L coloured color, the rest track_color (both checked by ra_displays:text_color/check), one of sixteen fixed texts picked by score, no macro. The input is read every tick (each side asked any_side first, as the gates do); the text is rewritten only when the level changes. A Gauge Bar drawn by an earlier 6.0.3 build (two block displays, ra.displays.gauge_track / ra.displays.gauge_fill) has no text display, so the slow clock redraws it and the old parts are removed. The last level drawn is the marker's ra.power score; data.status.level holds it for the Goggles.
  • Item Hologram: marker tag ra.custom_block.item_hologram, displays ra.displays.holo_item and ra.displays.holo_name. Nothing runs per tick: once a second it compares Items[0] (without slot and count) with data.data.shown and redraws only on a difference. The spin is the client's: each second sets the next 90-degree step with a 20-tick interpolation. The name is copied as a component (custom_name, else item_name), or a translation built from the item id (ra_displays:item_name/build, shared with the Text Screen).
  • Text Screen: marker tag ra.custom_block.text_screen, display ra.displays.screen_text (a text display, no panel behind it). The input is read every tick like the Gauge Bar's, the last level in ra.power (data.status.level for the Goggles). What it would show ({item:...} without slot and count, {level:L}, or {}) is built when the level changes and once a second on the slow clock, and compared with data.data.shown: the text is only rewritten on a difference.