Friday Facts #202 - High res circuit connectors

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Durabys
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Re: Friday Facts #202 - High res circuit connectors

Post by Durabys »

Add Assembly Machines, Chemical Plants, Oil Refineries and all other production entities to be Circuit Network-able and allow for switching/changing of recipes inside them if a condition is met inside the network.

I also believe that with so many entities now being circuit-able, you should either add another colored wire or have a new high tier tech that allows one to use VLAN settings to separate channels in a non-physical way (you could have dozens of instances of the same looking signal (for example number "1") on a single red or green wire and they would be completely separate from each other).

gibbelblonk
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Re: Friday Facts #202 - High res circuit connectors

Post by gibbelblonk »

High res player model when?
It should be pretty high priority considering you see it literally all the time.

Koub
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Re: Friday Facts #202 - High res circuit connectors

Post by Koub »

gibbelblonk wrote:High res player model when?
It should be pretty high priority considering you see it literally all the time.
However, it covers maybe 1% of your screen, which is not much :)
Koub - Please consider English is not my native language.

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brunzenstein
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Re: Friday Facts #202 - High res circuit connectors

Post by brunzenstein »

The spiders in the second row in the picture are what entity?

unobtanium
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Re: Friday Facts #202 - High res circuit connectors

Post by unobtanium »

brunzenstein wrote:The spiders in the second row in the picture are what entity?
Those are the base stands of inserters (burner inserter in this case).
The grabby hands are missing because they are seperate sprites/images since they need to rotate while the base does not.

RobertTerwilliger
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Re: Friday Facts #202 - High res circuit connectors

Post by RobertTerwilliger »

Optera wrote:It would've been an opportunity to move signal connectors to the side facing away from tracks, so rails and trains don't clip through connectors and wires as easily.
This signal in particular looks as if it would derail trains.
Image
+1. This way wires most times will look like they gonna get cut by the next train ; )
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Wolve
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Re: Friday Facts #202 - High res circuit connectors

Post by Wolve »

So I really like the High Res designs, but as someone who is colourblind I'm having quite some trouble to see the difference between the red and green lights, just wanted to throw that out there.

Koub
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Re: Friday Facts #202 - High res circuit connectors

Post by Koub »

Were they easier to see in low resolution ?
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QGamer
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Re: Friday Facts #202 - High res circuit connectors

Post by QGamer »

Optera wrote: This signal in particular looks as if it would derail trains.
fff-202-hr-circuit-connector-module.png
I agree. I think the circuit connector should face away from the tracks.
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Re: Friday Facts #202 - High res circuit connectors

Post by Jap2.0 »

Are these high-res graphics just for 0.16 or will they be for 15.33?
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Re: Friday Facts #202 - High res circuit connectors

Post by ducky12432 »

It would be nice to have different more colorblind friendly colors available. not just for wires but for a few other things as well. some of the sciences are almost impossible for me to tell apart and the productivity and efficiency modules might as well be the same entity as I have little to no way of visually determining which I am dealing with.

I understand the amazing amount of work that has been put into all of the visuals already and they really to look awesome but some of the entitys are very hard for even non-colorblind individuals to tell apart.

bobucles
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Re: Friday Facts #202 - High res circuit connectors

Post by bobucles »

Definitely have to agree on the potions. 7 pallette swaps of the same item is just asking for color blind problems. I was thinking of something like
- red: super thin tube
-green: classic triangle beaker
-blue: large beaker
- black: ammo shaped beaker
- purple: gear shaped beaker
- yellow: light bulb shaped beaker
-white: star shaped beaker
The shapes don't have to be super realistic but it helps get the point across.

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Re: Friday Facts #202 - High res circuit connectors

Post by BenSeidel »

Are the changes to the connection points making its way into the low rez sprites or do you have to play in high rez mode not to have the red and green wires cover eachother?

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Re: Friday Facts #202 - High res circuit connectors

Post by mp0011 »

I want to point You to some minor graphic error with wiring I have noticed.

When wire (between chests or poles) goes horizontaly, it bends due to gravity. It is visible in graphic of wire itself, and also in the shadow. However, when wire goes vertically, wire graphis is straigth. It's OK. But the wire shadow should have visible bending. Now it looks like the wire is very tight and about to break ;)

Image

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Re: Friday Facts #202 - High res circuit connectors

Post by ratchetfreak »

BenSeidel wrote:Are the changes to the connection points making its way into the low rez sprites or do you have to play in high rez mode not to have the red and green wires cover eachother?
I believe you can put the new connection positions in yourself in the existing data files

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Re: Friday Facts #202 - High res circuit connectors

Post by BenSeidel »

ratchetfreak wrote:I believe you can put the new connection positions in yourself in the existing data files
Not if you want to play with other people. It's also something you could do in a mod as well, but I play with people that don't do mods because it prevents easy participation from random people.

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