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Re: Friday Facts #202 - High res circuit connectors

Posted: Sat Aug 05, 2017 10:33 am
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).

Re: Friday Facts #202 - High res circuit connectors

Posted: Sat Aug 05, 2017 12:28 pm
by gibbelblonk
High res player model when?
It should be pretty high priority considering you see it literally all the time.

Re: Friday Facts #202 - High res circuit connectors

Posted: Sat Aug 05, 2017 1:05 pm
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 :)

Re: Friday Facts #202 - High res circuit connectors

Posted: Sat Aug 05, 2017 4:44 pm
by brunzenstein
The spiders in the second row in the picture are what entity?

Re: Friday Facts #202 - High res circuit connectors

Posted: Sat Aug 05, 2017 4:47 pm
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.

Re: Friday Facts #202 - High res circuit connectors

Posted: Sat Aug 05, 2017 6:57 pm
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 ; )

Re: Friday Facts #202 - High res circuit connectors

Posted: Mon Aug 07, 2017 1:39 pm
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.

Re: Friday Facts #202 - High res circuit connectors

Posted: Mon Aug 07, 2017 7:23 pm
by Koub
Were they easier to see in low resolution ?

Re: Friday Facts #202 - High res circuit connectors

Posted: Mon Aug 07, 2017 8:35 pm
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.

Re: Friday Facts #202 - High res circuit connectors

Posted: Mon Aug 07, 2017 10:23 pm
by Jap2.0
Are these high-res graphics just for 0.16 or will they be for 15.33?

Re: Friday Facts #202 - High res circuit connectors

Posted: Mon Aug 07, 2017 11:49 pm
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.

Re: Friday Facts #202 - High res circuit connectors

Posted: Tue Aug 08, 2017 5:36 am
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.

Re: Friday Facts #202 - High res circuit connectors

Posted: Tue Aug 08, 2017 9:00 am
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?

Re: Friday Facts #202 - High res circuit connectors

Posted: Wed Aug 09, 2017 9:41 pm
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

Re: Friday Facts #202 - High res circuit connectors

Posted: Thu Aug 10, 2017 9:01 am
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

Re: Friday Facts #202 - High res circuit connectors

Posted: Fri Aug 11, 2017 5:38 am
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.