Not a mod developer here (yet). Although, im a professional developer by day.
I did some digging this afternoon in the API docs, and im trying to figure out if I can modify the general "rich text renderer" in some way, or if that one is statically compiled from .cpp into binary form?
Seen some mod implementations of counting stuff, but they seem to do some custom rendering and not take advantage of the existing "Signal renderer" that is used almost everywhere else that Signals are used https://lua-api.factorio.com/latest/con ... ignal.html
I have 2.5 wishes that would make debugging advanced circuit abominations easier, and make circuit networks more accessible to beginners
- Display panel: be able to show an actual Signal https://lua-api.factorio.com/latest/con ... ignal.html, and not just a static item-image.
(Both for a specific item, and maybe also in the "dynamic" case with Anything)
- Rich text rendering in general: Would be awesome to add a general "signal tag" like for example [signal=iron-plate] that displays a Signal (item+count) of iron plates, if the rich text field belongs to an entity with circuit network (like every LuaCombinatorControlBehavior-thing). Should be possible for logistic networks too, since they both use array[Signal] internally?
I get that it is probably not possible right now as this requires re-rendering of the rich text as a whole.
If implemented: Maybe for performance reasons it should only trigger re-rendering when the Signal's "human readable text", like "12k" has changed? then it should be less renderers the "higher" the network signal values, in practice. => good scalability when the factory grows (as it must)
Please correct me if my observations are totally wrong.

