Display Monitor — Crazy AE2 Addons — руководство (Crazy AE2 Addons) | Вики PiglinMine
Crazy AE2 Addons

Display Monitor

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Display Monitor — User Guide

Short Reference

  • &cRRGGBB — text color
  • &bRRGGBB — background color
  • &i^namespace:id — inline icon (item/block/fluid)
  • &s^namespace:id — ME stock amount
  • &s^namespace:id%N — ME stock scaled by 10 to the power of N (rounded)
  • &d^namespace:id@WINDOW — rate over WINDOW, scaled to per 1 second
  • &d^namespace:id%PER@WINDOW — rate over WINDOW, scaled to PER
  • &( ... ) — math expression evaluation for example &( 2 + 2 )
  • some other Markdown tokens also work

Display

This guide explains how to configure, format text, and build multi-block walls with the Display Monitor part in CrazyAE2Addons.

Video Tutorial


What it is

The Display Monitor is a flat AE2 part you place on a cable face. When powered, it renders text (with simple formatting, colors, and inline icons) and can show live ME stock values and deltas.

Power: idle draw is minimal (about 1 AE/t). The monitor must be powered and active on your AE network to render.


Quick Start

  1. Place the Display Monitor on the desired cable face.
  2. Right-click it to open the Display menu.
  3. In the text box, type your message. Example:

System Online * &i^minecraft:iron_ingot stock: &s^minecraft:iron_ingot * &i^minecraft:iron_ingot /s: &d^minecraft:iron_ingot%1s@1m

  1. Apply/Save. If the monitor is powered, the text appears.

Display


New lines

You can use either real new lines (Enter) or the token &nl.


Text formatting

Inline styles (markdown-like)

  • bold using **double asterisks**
  • italic using single *asterisks*
  • underline using double __underscores__
  • strikethrough using double ~~tildes~~

Headings

Lines starting with one or more # become headings and render larger:

  • # Heading 1
  • ## Heading 2
  • ### Heading 3

Bullets and indentation

  • Start a line with "* " or "- " to get a bullet (•)
  • Begin a line with one or more ">>" to add visible indentation markers

Colors

  • Text color: &cRRGGBB (hex), affects following text until changed again.
    • Example: &cFF0000 makes following text red.
  • Background color: &bRRGGBB (hex), sets the whole panel background (opaque).
    • Background is global per linked wall (set it once anywhere in the text).

Example:

&b002020Status: &cF000E0**ONLINE**

Display


Inline icons

You can render item, block, or fluid icons inline using:

&i^namespace:id

Examples:

  • &i^minecraft:diamond
  • &i^minecraft:oak_log
  • &i^minecraft:water

If the id cannot be resolved, the token stays as text.


ME Stock tokens (auto-count from Storage)

You can display current amounts in your ME storage with:

&s^namespace:id &s^namespace:id%N

  • &s^minecraft:oak_log shows the exact amount.
  • Optional %N scales the number by 10 to the power of N with rounding.

Examples (if ME has 64):

  • &s^minecraft:oak_log -> 64
  • &s^minecraft:oak_log%1 -> 6
  • &s^minecraft:oak_log%2 -> 1 (rounding)

Delta / rate tokens (change over time)

You can show a rate of change using:

&d^namespace:id@WINDOW &d^namespace:id%PER@WINDOW

Units:

  • t = ticks
  • s = seconds
  • m = minutes

Meaning:

  • WINDOW decides how far back the monitor looks when computing the change.
  • PER decides what unit the value is scaled to (per second, per minute, etc.). If omitted, it defaults to per 1 second.

Examples:

  • &d^minecraft:iron_ingot@10s Shows the average change rate over the last 10 seconds, scaled to per 1 second.
  • &d^minecraft:iron_ingot%1m@5m Shows the average change rate over the last 5 minutes, scaled to per 1 minute.
  • &d^minecraft:water@30s Works for fluids too (by id).

Notes:

  • The window is clamped to at least 1 second and at most 30 minutes.
  • Output is signed: positive shows +, negative shows -.

Math expressions

You can evaluate math expressions using:

&( expression )

The monitor evaluates these after tokens are resolved, so you can do things like:

Stored stacks (rounded): &(&s^minecraft:iron_ingot / 64)

If parsing fails, the result becomes ERR.

Display


Multi-Monitor Walls (Linked Mode)

You can stitch several monitors into a single large display on a wall (N/E/S/W facing).

Requirements

All monitors must:

  • Be on the same wall face (same side/facing).
  • Be powered and active.
  • Have Linked Mode enabled (toggle in each monitor’s menu (default on)).
  • Form a perfect rectangle (no gaps).

Ceiling/floor monitors (UP/DOWN) do not link into walls; they render as single tiles.

How rendering works

Only one monitor in the rectangle actually draws the text; the rest provide surface area.

The renderer uses the top-left tile of the rectangle (from the wall’s perspective) as the origin tile. Put your text on that one monitor to render across the whole wall.

Building steps

  1. Place your monitors in a perfect rectangle on a wall.
  2. Power the cable(s) behind them.
  3. Enable Linked Mode on each.
  4. Open the top-left monitor and configure the text.

Placement & rotation

  • On walls (N/E/S/W): the text follows the wall orientation.
  • On floor/ceiling (UP/DOWN): the monitor stores a spin captured from your facing at placement. To change it, break and place again while facing a different direction.

Tips & Troubleshooting

  • No text shows: ensure the monitor is powered and active; for linked walls, edit the top-left tile.
  • Wall not linking: check Linked Mode is enabled on every tile.