I've made the following screenshots to demonstrate the issue this user is describing:When you try to place the burner roboport the whole screen can flash between 3 different colors:
- saturated green if cursor hovers near character and the roboport can be placed
- desaturated green if the cursor is out of range of the manual placement, but roboport can still be placed
- no background overlay if it can't be placed.
It's unpleasant to look at even if you are not sensitive to that kind of stuff.
Vanilla version doesn't behave the same way.
Not a bug, but UI/UX issue.
The Burner Roboport's radius visualisation specification is defined like so:
Code: Select all
radius_visualisation_specification =
{
sprite =
{
layers = {
{
filename = "__base__/graphics/entity/electric-mining-drill/electric-mining-drill-radius-visualization.png",
size = 10
}
}
},
distance = roboport.logistics_radius*2,
offset = {0, 0}
}
There are two possible additions to the API that would help me solve this problem:
1. Lowest-level solution, workaround for my problem: Add a field to RadiusVisualisationSpecification that can disable saturation changes when the entity the visualisation is attached to can't be built by the player, either due to being out of range or the entity being obstructed.
2. Ideal solution: Add FluidEnergySource support to Roboport prototypes, making all of my code that makes the Burner Roboport work despite the engine's limitations obsolete.
