Give entity ghosts a shimmer / animation
Posted: Wed Jul 17, 2019 10:44 pm
I think ghost items should be given more distinguishing features, ideally an animated one to make them stick out more from a zoomed out perspective.
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It helps less than you might think, though I thank the author of that mod (and Picker Tweaks, which offers the same feature) for it.steinio wrote: Thu Jul 18, 2019 4:44 am A more distinguishable color would be suffice: https://mods.factorio.com/mod/Blue-Ghosts
That's what happens when a T-Rex plays Factorioslippycheeze wrote: Thu Jul 18, 2019 11:51 pm I'd personally appreciate an animation here, as I do have trouble with picking the static images.
Not for modders, no. The API provides no access to shaders. It has been discussed but I gather it's a minefield.Koub wrote: Fri Jul 19, 2019 5:25 amMore seriously (spoiler alert : I'm not sure I know what I'm talking about) isn't there a way to apply a shader on blueprinted entities so that they display as a non fixed image onscreen ?
Something like that. Entertainingly, my partner has amazingly acute color perception and meh night vision. I have the exact opposite: shockingly good night vision, but I can't tell the difference between white and pale yellow reliably a bunch of the time. I'm not color blind, but curious testing tells me that I am way below average on color differentiation. So I can't tell close colors apart, but things like red/green etc are no problem.Koub wrote: Fri Jul 19, 2019 5:25 amThat's what happens when a T-Rex plays Factorioslippycheeze wrote: Thu Jul 18, 2019 11:51 pm I'd personally appreciate an animation here, as I do have trouble with picking the static images.![]()
Put two colors together/next to each other that are only a few shades off and I can usually tell. Make me look at them separately and I'd think they were the same.slippycheeze wrote: Fri Jul 19, 2019 3:20 pm Entertainingly, my partner has amazingly acute color perception and meh night vision. I have the exact opposite: shockingly good night vision, but I can't tell the difference between white and pale yellow reliably a bunch of the time. I'm not color blind, but curious testing tells me that I am way below average on color differentiation. So I can't tell close colors apart, but things like red/green etc are no problem.
A shader should have minimal to no impact, and could disable on low enough graphics settings. It'd only eat time on the GPU, and not very much of it at that, I believe. (but here ends my expert knowledge of nothing about the other side of the bus for GPUs, not even as compute rather than graphics.)FuryoftheStars wrote: Fri Jul 19, 2019 5:56 pm I just wonder if the animation/shimmer would have a UPS impact, but then also wonder if there'd even be enough of them out there for that to even matter?
Yeah, most people don't do good at the second case. My comments are all about the first case, not the second. I don't think I communicated that, because Englishing is hard even for native speakers.FuryoftheStars wrote: Fri Jul 19, 2019 5:56 pmPut two colors together/next to each other that are only a few shades off and I can usually tell. Make me look at them separately and I'd think they were the same.slippycheeze wrote: Fri Jul 19, 2019 3:20 pm Entertainingly, my partner has amazingly acute color perception and meh night vision. I have the exact opposite: shockingly good night vision, but I can't tell the difference between white and pale yellow reliably a bunch of the time. I'm not color blind, but curious testing tells me that I am way below average on color differentiation. So I can't tell close colors apart, but things like red/green etc are no problem.![]()
Currently it’s sometimes really hard to recognize blueprints. Especially in forests they are nearly invisible. That’s the reason why I would like to have more contrast, aka lighter outlines. I cannot say how a shimmer would improve the visibility, but my first guess is, that it would not so good as more contrast.Darinth wrote: Fri Jul 19, 2019 5:17 pm I don't think that I like the idea of a ghost entities looking like actual blue & white blueprints, but some sort of a simple animation/shimmer seems like it'd be easy to spot.
Hows about a outlined red dashed line around the tiles used in the blueprint, maybe moving ?ssilk wrote: Sun Jul 21, 2019 1:40 amCurrently it’s sometimes really hard to recognize blueprints. Especially in forests they are nearly invisible. That’s the reason why I would like to have more contrast, aka lighter outlines. I cannot say how a shimmer would improve the visibility, but my first guess is, that it would not so good as more contrast.Darinth wrote: Fri Jul 19, 2019 5:17 pm I don't think that I like the idea of a ghost entities looking like actual blue & white blueprints, but some sort of a simple animation/shimmer seems like it'd be easy to spot.
Above everything else, it'd work. Under it, Alien Biomes is gonna mess you around by having some combo of trees and (ground, not floor) tiles that make it low contrast.nosports wrote: Sun Jul 21, 2019 10:36 amHows about a outlined red dashed line around the tiles used in the blueprint, maybe moving ?ssilk wrote: Sun Jul 21, 2019 1:40 amCurrently it’s sometimes really hard to recognize blueprints. Especially in forests they are nearly invisible. That’s the reason why I would like to have more contrast, aka lighter outlines. I cannot say how a shimmer would improve the visibility, but my first guess is, that it would not so good as more contrast.Darinth wrote: Fri Jul 19, 2019 5:17 pm I don't think that I like the idea of a ghost entities looking like actual blue & white blueprints, but some sort of a simple animation/shimmer seems like it'd be easy to spot.