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Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Thu Aug 13, 2015 10:39 pm
by GopherAtl
DOSorDIE wrote:In the new Version you forget to disalbe the "Debug Mode" in config.lua
ack. Dammit. Deliberately didn't commit that file to the repo, but neglected to revert it before zipping it up XD will fix in place within one minute of this post, thanks for telling me. That would be annoying XD

:edit: unless google keeps a cached version on github for a while, it should be fixed now. Thanks again.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Fri Aug 14, 2015 12:03 am
by Peter34
This looks like a super nice mod, and I'll definitely be including it in my next MP game, planned to start soon after alpha 13.1 or 13.2 comes out (so, with luck, late August).

One bit of information is missing, though: What is the build cost of each Nixie Tube? It's not very important to know in advance of deciding whether or not to download and try the mod, since it's quite unlikely that you've made them overly expensive or sillily cheap to make. But as a matter of principle, how much does each one cost to build?

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Fri Aug 14, 2015 12:21 am
by GopherAtl
Peter34 wrote:This looks like a super nice mod, and I'll definitely be including it in my next MP game, planned to start soon after alpha 13.1 or 13.2 comes out (so, with luck, late August).

One bit of information is missing, though: What is the build cost of each Nixie Tube? It's not very important to know in advance of deciding whether or not to download and try the mod, since it's quite unlikely that you've made them overly expensive or sillily cheap to make. But as a matter of principle, how much does each one cost to build?
Thanks, glad you like the idea, hopefully you'll like it even more when you use it :)

I'll add the recipe to the OP, just hadn't thought about it. They cost 2 iron plates, 9 iron sticks, and 1 electronic circuit, so a bit more expensive than lamps but not particularly expensive. Do require a mk 2 assembling machine, in the (unlikely?) event you're not happy to hand-assemble them (.5s, like all good recipes not expected to be used in mass quantities)

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Fri Aug 14, 2015 1:57 pm
by GotLag
Oh by the way in answer to your question earlier, shadows are not a separate layer. Not sure how Factorio gets around the shadow overlap problem, except possibly by drawing entities to the right above entities to the left.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Fri Aug 14, 2015 2:02 pm
by GopherAtl
GotLag wrote:Oh by the way in answer to your question earlier, shadows are not a separate layer. Not sure how Factorio gets around the shadow overlap problem, except possibly by drawing entities to the right above entities to the left.
I asked becasue cars, specifically, seem to have the shadows in a separate sprite strip. In general, with a single sprite, it seems that yes, entities to the right go over entities to the left, and entities down go over entities above, so shadows, being cast mostly to the right, tend to sort themselves out just fine. After thinking further on it, I suspect cars have separate shadows for reasons related to the color-changing ability of cars, based on the force color of the player driving them? but that's just a guess, and it's not really important here, they're sorting themselves out just fine as-is. Thanks again for the sprite work, they look great.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Fri Aug 14, 2015 2:26 pm
by jorgenRe
GopherAtl wrote:
GotLag wrote:Oh by the way in answer to your question earlier, shadows are not a separate layer. Not sure how Factorio gets around the shadow overlap problem, except possibly by drawing entities to the right above entities to the left.
I asked becasue cars, specifically, seem to have the shadows in a separate sprite strip. In general, with a single sprite, it seems that yes, entities to the right go over entities to the left, and entities down go over entities above, so shadows, being cast mostly to the right, tend to sort themselves out just fine. After thinking further on it, I suspect cars have separate shadows for reasons related to the color-changing ability of cars, based on the force color of the player driving them? but that's just a guess, and it's not really important here, they're sorting themselves out just fine as-is. Thanks again for the sprite work, they look great.
Walls also have seperate shadows, but that may be to save on VRam seeing as shadows can be reused for some states of the object ;)!

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Sun Aug 16, 2015 10:30 am
by Cooolaid
Would be cool if the player was able to change the color of the digital readout.
White, Red, Blue, Green, Lime, Yellow, Purple, Pink..... etc etc. you know.... the usual 16 colors :D

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Sun Aug 16, 2015 12:13 pm
by GotLag
Could be doable if the digits were grayscale, with a coloured overlay in multiplicative mode.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Mon Aug 17, 2015 12:43 am
by Peter34
Cooolaid wrote:Would be cool if the player was able to change the color of the digital readout.
White, Red, Blue, Green, Lime, Yellow, Purple, Pink..... etc etc. you know.... the usual 16 colors :D
That could be a good idea!

Another thing that might be very nice, would be additional Nixies that don't show numbers and aren't connected to wires, but instead are crafted to show a specific letter (still with some light effect), so that signs can be built out of these pseudo-Nixies That way, the letter pseudo-Nixies can be used as labels for the numerical Nixies.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Mon Aug 17, 2015 1:25 am
by MasterBuilder
I don't suppose there's any way to display the item icon in the left most tube?

Or how about strings? Have a sequence of them take a string (like a station) and use the linked tubes to show each letter.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Mon Aug 17, 2015 3:14 am
by GopherAtl
displaying the items would be ... I dunno. I mean, I could pull the icon, but that would break the immersion in my mind - even though immersion in factorio is more theoretical than actual, at least for me XD I mean, it wouldn't be something you could possibly be displaynig on a nixie tube that way, and doing bent-wire symbols for every item would, for one, end up being confusing as hell (so many things come in variants differentiated only by color) and also a crazy amount of work. :edit: What you can do is just plonk one of the item in a chest next to the number, it'll display the icon for you in alt mode XD

An alphanumeric set of tubes would certainly be doable; it'd be kindof anglocentric, as I can't imagine any way they could be generated dynamically, and there's no way I could build a set with full unicode support while they're using static graphics, and factorio seems to have a very international audience. It's something I'd like to have myself, though, so... if my volunteer graphics guy can be talked into making the sprites, maybe? What do you think, GotLag?

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Mon Aug 17, 2015 9:07 am
by Neotix
Mod is working very well and I'm using it all around my factory. Adding colored numbers would be great.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Mon Aug 17, 2015 9:32 am
by DOSorDIE
GopherAtl wrote:What you can do is just plonk one of the item in a chest next to the number, it'll display the icon for you in alt mode XD
I lay a piece of zb. iron-plate right to the numbers ... so i know for how it is ... and make a white concrete (its a mod) as underground.
Infos.jpg
Infos.jpg (64.99 KiB) Viewed 9794 times

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Mon Aug 17, 2015 9:58 am
by Choumiko
Really nice mod.
Found a little issue, you can enter the car. When trying to move it damages the lamp (i guess). Already made a pull request. Seems you changed the name of the car somewhere and forgot to change it in the event.
DOSorDIE wrote:zb.
Should be e.g. (couldn't resist, sorry) :mrgreen:

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Mon Aug 17, 2015 10:49 am
by GopherAtl
Choumiko wrote:Really nice mod.
Found a little issue, you can enter the car. When trying to move it damages the lamp (i guess). Already made a pull request. Seems you changed the name of the car somewhere and forgot to change it in the event.
Whoops! pr accepted, nice catch, thanks!

:edit: and 0.1.6 pushed out with this fix.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Tue Aug 18, 2015 11:45 am
by Alexs
Thx for the wunderfull mod!

I must renamed the folder from nixie-tubes to nixie-tubes_0.1.6 and it works .. lgs

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Tue Aug 18, 2015 1:19 pm
by GopherAtl
Alexs wrote:Thx for the wunderfull mod!

I must renamed the folder from nixie-tubes to nixie-tubes_0.1.6 and it works .. lgs
was the zip not named properly? :checks: Oooh, the folder in the zip isn't, so it doesn't work if you unpack it as-is. My mistake, though not sure how I wound up with the folder not having the same name as the zip that time.. will fix later today, no new version just updating the .zip, no time right now tho.

:edit: found time. zip is updated, will work if unzipped as well now.

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Tue Aug 18, 2015 2:25 pm
by Alexs
it's just a fantastic mod .. so cool! very good work!! :D

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Wed Aug 19, 2015 11:45 pm
by Jamaica_MURR
Image
TADAM!

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Posted: Thu Aug 20, 2015 2:49 am
by GopherAtl
Jamaica_MURR wrote:Image
TADAM!
Yes, uhm, very nice.

Not to step on your Chris Rock, drop-the-mic-and-walk-offstage moment or anything, but .... :cough: (note the date on the post)