What?
The ability to change the attributes of radius_visualization_specification in game, as opposed to it being baked into the entities at startup. Alternatively, LuaRendering based on cursor (requested before).
Details:
LuaRendering based on cursor position has already been asked for in this request and this request, and in the second of these, Bilka considers it implemented through radius_visualization_specification (RVS). However, I have just created a mod using this technique to show max length indicators on underground entities (Show Max Underground Distance), and found RVS to be useful, but very inflexible for this purpose since it is unchangeable at runtime. Some features that I personally would find helpful to have for RVS (just from this mod in particular):
-the ability to turn RVS on or off (hotkeyable/action bar or a setting that doesn't require restart)
-rotation of the sprite along with the entity (right now, the location of the sprite will rotate, but the sprite itself does not)
-the ability to change the rendering layer of the RVS (it is near the very bottom, but for a use like mine, it would be nice to render over top of most other entities)
-ability to have colours independent of the cursor placement status
-similarly, ability to change the sprite dynamically
-ability to change the offset/rotation of the RVS sprite through scripting (see this gif of the mod in action, I would like to have the indicator always face the "underground" side of the belt as opposed to it being stuck on the "forward" face of the belt. As you can see this isn't a problem for pipes)
As an unchangeable entity property, I think RVS as it currently stands is a poor implementation of LuaRendering for construction previews.
Dynamic radius_visualization_specification (or LuaRendering on cursor)
Re: Dynamic radius_visualization_specification (or LuaRendering on cursor)
I don't see any of this happening. Sorry.
Radius visualization is purpose built for exactly how the base game uses it: a radius that's fixed to an entity and doesn't change runtime. What you're asking for is a completely separate thing. Mentioning radius visualization just distracts from the completely different thing you want.
Radius visualization is purpose built for exactly how the base game uses it: a radius that's fixed to an entity and doesn't change runtime. What you're asking for is a completely separate thing. Mentioning radius visualization just distracts from the completely different thing you want.
If you want to get ahold of me I'm almost always on Discord.
Re: Dynamic radius_visualization_specification (or LuaRendering on cursor)
Alright. I know it's something quite different and LuaRendering is more appropriate, but as the second request link says, radius visualization is apparently how what I'm looking for is considered to be implemented already and therefore LuaRendering would not be changed to support it. Hence the focus on RVS, even though I'd prefer the LuaRendering approach.