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Re: [MOD 0.14.x] Bottleneck
Posted: Wed May 10, 2017 10:19 am
by Chartas
dispensershell wrote:Is there any way to make the bottleneck icons individual to each user in MP?
Nexela wrote:Nope
Woot? I didn't even realise the bottleneck feature was shared. But are you sure? I mean, maybe it's possible since 0.15 with the per player settings in the mod setting tab? I'm not exactly sure how those are supposed to work, but I got the impression they may be intended for that.
Re: [MOD 0.14.x] Bottleneck
Posted: Wed May 10, 2017 12:27 pm
by torne
The per player settings would work fine to keep track of which players wanted the feature on or off, but the coloured lights are actually entities in the world: if they exist then all players can see them and if they don't then no player can see them. There isn't an obvious way to have them show up just for some players and not others.
Re: [MOD 0.14.x] Bottleneck
Posted: Wed May 10, 2017 8:48 pm
by The Zero
Hey, looks like 0.15.10 broke Bottleneck with a very weird off-by-1 index error:
Active machines now show nothing. Starved show green, full show red. When I turn off Bottleneck, everything shows yellow. Tried even disabling mod, saving a game, loading with a mod activated again to force rebuild, same story.
Re: [MOD 0.14.x] Bottleneck
Posted: Wed May 10, 2017 9:17 pm
by trold
The Zero wrote:Hey, looks like 0.15.10 broke Bottleneck with a very weird off-by-1 index error:
Active machines now show nothing. Starved show green, full show red. When I turn off Bottleneck, everything shows yellow. Tried even disabling mod, saving a game, loading with a mod activated again to force rebuild, same story.
Yup. 0.15.10 fixed an inconsistent indexing scheme for sprites. This is taken into account in Bottleneck 0.7.1
Re: [MOD 0.14.x] Bottleneck
Posted: Wed May 10, 2017 10:40 pm
by The Zero
trold wrote:This is taken into account in Bottleneck 0.7.1
Yay, kudos for a quick fix!
Re: [MOD 0.14.x] Bottleneck
Posted: Thu May 11, 2017 1:55 am
by dispensershell
Fair enough. I guess just make the default CTRL-SHIFT-B and people can change it as they see fit.
Re: [MOD 0.14.x] Bottleneck
Posted: Thu May 11, 2017 6:47 am
by Miravlix
I've seen people mixing up what bottleneck does and doesn't do, they seem to take the recipe and think the indicator apply to the recipe being input/output limited or perfect, but it actually just tells the state of the machine right now.
You can have a red light, because your system keeps getting stuck on output and when output get cleared, instead of the 10 time units (or whatever the recipes time is) to feed the machine, it has to accomplish feeding in far too short a time and bottleneck correctly turns the light red, because the machine is input starved, even if the recipe may not be and would be perfectly fine if you just could ensure output didn't get filled to high and triggering the limiting of input buffering.
Re: [MOD 0.14.x] Bottleneck
Posted: Mon May 15, 2017 10:30 pm
by myricaulus
I was actually a bit disappointed that the index bug got fixed. I liked the fact, that only problems are shown, while normal working entities were displayed without marker. So i changed back to 0.7.0

Re: [MOD 0.14.x] Bottleneck
Posted: Mon May 15, 2017 11:22 pm
by Nexela
I will add an option to set ok to off

Re: [MOD 0.14.x] Bottleneck
Posted: Wed May 17, 2017 10:29 am
by Peter34
Nexela wrote:I will add an option to set ok to off

Please do. The whole "no green lights, only show light if there's a problem" was a feature I didn't know I wanted.
Re: [MOD 0.14.x] Bottleneck
Posted: Fri May 19, 2017 2:04 pm
by trold
Peter34 wrote:Nexela wrote:I will add an option to set ok to off

Please do. The whole "no green lights, only show light if there's a problem" was a feature I didn't know I wanted.
Sounds like a good option. I wonder whether it should be also be optional to show yellow lights, since it's really only red lights that indicate problems.
Re: [MOD 0.14.x] Bottleneck
Posted: Fri May 19, 2017 2:40 pm
by tehfreek
trold wrote:Peter34 wrote:Nexela wrote:I will add an option to set ok to off

Please do. The whole "no green lights, only show light if there's a problem" was a feature I didn't know I wanted.
Sounds like a good option. I wonder whether it should be also be optional to show yellow lights, since it's really only red lights that indicate problems.
Knowing that a building is blocked because its output is full can be useful information, since it may indicate that the next stage may not be using its product quickly enough.
Re: [MOD 0.14.x] Bottleneck
Posted: Fri May 19, 2017 10:34 pm
by Peter34
trold wrote:Peter34 wrote:Nexela wrote:I will add an option to set ok to off

Please do. The whole "no green lights, only show light if there's a problem" was a feature I didn't know I wanted.
Sounds like a good option. I wonder whether it should be also be optional to show yellow lights, since it's really only red lights that indicate problems.
No, I want to see both red and yellows all the time. It's the greens that I find superflous.
Actually, ideally, the red should blink. Or have a toggleable option between "blink" and "always on". That way, the blinking red light attracts more player attention than the always-on yellow light.
In general, though, I find that the Alt overlay actually interferes with the visual enjoyment of the game. We have it turned on most of the time, thereby obscuring the beautiful (not actually) pixel art animations, especially on Assembler Machines, and especially now with the higher-rez graphics. Your Bottleneck lights add to that effect, and that's one reason I'm hoping for an option to disable the green lights, as those are the ones not needed.
Re: [MOD 0.14.x] Bottleneck
Posted: Sat May 20, 2017 1:40 am
by Nexela
It is on our todo list but that list requires having the time to do it

Re: [MOD 0.14.x] Bottleneck
Posted: Sat May 20, 2017 12:04 pm
by myricaulus
Is it now ready maybe?

by the way, whats that strange 0.7.2 release changing nothing beside the version number?

I dont think that was intended.
also note that you most likely have changed your editor. Your changed lines in 7.0.1 now have tabs instead of spaces, please consider deciding which one to use

For all off you, who want a quick fix against green balls change the control.lua part to:
Code: Select all
local LIGHT = {
off = 1,
green = 1,
red = 3,
yellow = 4,
blue = 5,
redx = 6,
yellowmin = 7,
offsmall = 8,
greensmall = 1,
redsmall = 10,
yellowsmall = 11,
bluesmall = 12,
redxsmall = 13,
yellowminsmall = 14,
}
It works on my machine

Re: [MOD 0.14.x] Bottleneck
Posted: Sat May 20, 2017 1:00 pm
by Nexela
I just pushed a the green light toggle (and some potential performance and API improvements) to Trold. Ball is in his court for testing and review now

Re: [MOD 0.14.x] Bottleneck
Posted: Mon May 22, 2017 9:15 pm
by nagapito
Suggestion, because Angels loves to make entities that input/output fluids in the middle of the machine...
Is it possible to detect if there is a fluid output in the place of where the light will be and if so, offset it to one side or above so we can still see the fluid inputs/outputs?
Re: [MOD 0.14.x] Bottleneck
Posted: Tue May 23, 2017 4:37 pm
by Nexela
The last PR I pushed has the offsets slightly off to one side

Re: [MOD 0.14.x] Bottleneck
Posted: Tue May 23, 2017 4:50 pm
by nagapito
Nexela wrote:The last PR I pushed has the offsets slightly off to one side

For some reason Arumba is always asking you to fix stuff!
You are awesome!
Re: [MOD 0.14.x] Bottleneck
Posted: Mon May 29, 2017 12:37 pm
by trold
Last night, I cleaned up some of the new code that handles what lights are shown when, generalizing the features "show green" and "high contrast". It turned out to be much simpler to just let the player choose what lights should mean what, so the options menu now lets you pick from all the available lights for each of the three states (running, stopped, full). You can even pick from the small lights used by the bottleneck logistics mod, which looks surprisingly good on the assemblers.