yes, that's also why i kept the long part hidden in a spoiler :-)justarandomgeek wrote:I'm not gonna go point-by-point again with quotes, ...
you program changes a lot faster than i can keep up downloading them and testing them :-) (for several different interesting mods)justarandomgeek wrote: but you'll find some of the stuff I said I wasn't gonna do is actually done now in the latest release! Most notably, color is supported on everything but small tubes (where I don't have the right sprites to do it)! :)
btw: nixie-tubes_0.2.7 is released :-)
in addition, I encountered another problem in the ingame mod portal (still using factorio 0.13.13) and probably have to fix that problem first, then update the game, update all mods, check that problem again and write a bug report, check changes in several mods and test them, and when done with all that, there probably are again some new versions of factorio and your mod again :-)
in the ingame mod portal (still using 0.13.13), I didn't want to update all mods, and the mod list has no option for update when selecting one mod. thus i simply clicked the install button. result: when i went back from the mod portal and factorio restarted itself, factorio returned an error that there is a duplicate mod for nixie tubes and then terminated. now i have to search for the mods folder in explorer and delete one of the nixie folders manually before i can start factorio again since factorio has another problem too: you can't fix bad mods (disable duplicates, update bad old versions, etc) ingame when factorio won't start because of those problems.
this also can happen easily when i don't remember that i have installed a mod (there is no indication in the ingame mod portal whether some mod is already installed and whether it is enabled or not) and thus accidentally try installing it again. in case it is the same version, i immediately get a message, but if the mod was updated, nothing happens until i get the "duplicate mod" error on restart.
temporary fix to avoid this: update all mods first before downloading new ones.
also, 0.13.14 and 0.13.15 seem to have fixed two related bugs:
- the mod portal didn't check or update all mods when you had too many mods.
- network state was not properly reset when some items were deleted from a circuit network, which caused increased (duplicate, sometimes even multiplied) contents of circuit networks to be shown on signals, causing some havoc to filling chests with smart inserters, and also displaying incorrect numbers on nixie tubes.
it would be nice to have such a hint in a prominent location, eg the first post "known issue: logical network options are shown but don't have any functionality since nixie tubes are based on lamps and factorio automatically displays these options, even when not needed and/or not used. To get that functionality, you can wireconnect a roboport" (and yes, i think too that that workaround is more than good enough. i would even call it a solution or recommended method, if only it would be documented :-)justarandomgeek wrote:The options are because the entity you're interacting with is actually just a lamp ...
... but a wired roboport seems a sufficient workaround for now.
this refers to a saying we have, literally translated to "give someone a finger and he'll immediately take the whole hand" :-)Anson wrote:with a few more options and abilities, there immediately are new ideas for even more options and abilities :-)
- I'll see what we got when I'm done updating everything tomorrow or the day after ... LOLjustarandomgeek wrote:- I love this idea! ... output the divided-off prefix and the letter suffix.
- Also, I like using constant combinators to make signs next to things when I need to label something
- Maybe now that numbers can be colored, color code by the number scale also!
- hehe, i made up some nice text on alphatubes, and when i looked at the result, all the text was doubled, once on the nixies and once on the constant combinators, thus no longer needing the alpha nixies in that case. LOL :-)
- i would prefer colorcoding numbers myself, using the colors to indicate number ranges like too small, warning, too high, etc. to make it easier, we might get "integrated circuits": items like combinators that get some input values via signals and deliver some outputs, replacing a full set of a dozen or more combinators with complicated wiring that appear over and over again for each number that i want to display.
example 1: a combinator that gets an input signal on X, two or more thresholds on ABC..., any colorcodes (values 0 for uncolored and 1-6 for red to cyan) on 0123..., and then outputs the proper color signals to drive a lamp or nixie (one color set to 1, all others to 0) depending on the thresholds, eg colorcode from signal 0 if x<A, colorcode from 1 if A<=X<B, from 2 if B<=X<C, etc. then a single constant combinator connected to this circuit combinator on one wire could apply many thresholds to a number that is given on another wire connection.
example 2: a special arithmetic combinator which gets an input value by setting it as some condition (like nixies get it), and outputs eg the number of digits minus one to 0 (that equals the exponent when writing the number left adjusted with only one digit before a decimal), first n digits on signal n (for X=197235, output would be 5 to signal 0, 1 to 1, 19 to 2, 197 to 3, etc) and/or X/1000 to A, X/1000000 to B, etc, and/or the "best" value of those computed A,B,C values on signal X together with the exponent 3,6,9 on Y and the letter KMGT on Z. then again, users could easily connect only one such special circuit combinator between their circuit and a nixie and display whatever layout they want for the number, and with no need to do all those calculations on each and every nixie tube.
and here is a fake picture how such a simple display might be built. the chest at the right side stands for the output of any circuit network, the constant combinator above defines the thresholds for colors (warning levels, eg signal 3: 4=yellow for 900k-1M, and signal 4: 1=red for copper > 1M), and the two combinators are one each like described in example 1 and example 2, resulting in possible displays like on the left without any fixed layout by the mod, but fully configurable by those three combinators only.