>> numerical tubes never use color, even when "use color" flag is set in the gui
> To clarify, ... numeric way only fetches the requested signal, rather than the full set
>> alphatubes always use color, even when "use color" flag is cleared in the gui
>> alphatubes need no condition
> Intended behavior. I'll probably just disable the UI for alpha tubes.
sounds reasonable.
i only was surprised by seeing the option to enable/disable color and no effect of that flag on the numeric and the alpha tubes. color on numeric tubes would be kind of luxury (eg to indicate low/normal/high values instead of putting a lamp besides them). thus no
need to add color handling to numeric tubes, but (if possible) please just disable for both types of nixies such a flag that is not used, or at least add that fact to some "known isssues" when posting that there is a new update. best would be to have the first post in the thread include such hints or a pointer/link to the message that has that info.
>> numerical and alpha nixies look the same. they should get a minor optical difference ...
> I don't graphics ...
don't feel pushed to do it. what i wrote are only observations and ideas while i tested the mod. if i would do a mod myself sometime, i probably would have a problem with graphics too. most people are either programmers or artists, and we are lucky that there is someone who programmed the nixies and keeps them well usable along all the updates of factorio.
> A block of alphas will have a wire connection on every unit, a block of numerics probably won't, since only one of them reads the wire anyway.
i try keeping the wires on displays as invisible as possible to make them look nicer, eg by using the dimmer green wires instead of the brighter red wires, and by arranging the wires so that they align with other objects etc :-)
the first time that i noticed the same looks of alpha and numeric nixies also was not on the map, but in the user interface where i kept selecting the wrong tubes, and right after placing new tubes where i had to count them before they were connected to wires.
>> logic for using colors ...
> It's actually weirder than that - it's the last signal to be read when enumerating the circuit network, which may or may not be the last in signal-panel order. Oh, and red wire is always before green wire, for performance. Given that this is on_tick for every single alphanixie, I'm reluctant to add more complexity to this code. Just don't send multiple signals to it at once ;)
quite interesting.
when i know such details, i immediately can better understand and use something.
i still have problems with how colors were implemented in factorio. when i read for the first time about colors of lamps being available in 0.13, i already had imagined setting a signal to some value like a hex colorcode #RRGGBB and doing big screens with such lamps, or at least being able to select green/yellow/red by computing a number 1/2/3 and send that value as a single signal (eg "color=2" instead of "color1=0, color2=1, color3=0, ..."). but as it is implemented now (needing a different signal for each color, watching for priorities, etc), this task is quite difficut and requires a lot of overhead (additional combinators).
there is no
need to sacrifice more performance to get easier color handling on alphatubes.
>> having more than one letter signal on alphatubes lights everything
> Working as intended. Don't do that. ;)
what you wrote above also explains why i get the "light everything up" display not only when displaying "A=1 and B=1" on one alphatube at the same time, but also when displaying "A=1" on a red wire and "A=1" on a green wire, both wires connected to the same alphatube. at first i had thought you accept only A=1 and not A=2, but it was caused by a green and a red wire with the same A=1 signal. it's a very important hint that in contrast to factorio's general handling of red and green wires, they are NOT added first, and then using the sum to perform actions on an alphatube.
as above: as long as it's documented and programmers (i mean "people programming the tubes ingame with combinators") can adjust to those rules, everything is fine.
>> nixietubes only work with circuit networks although the logistic network can be enabled on them ...
>> please either remove the ability to connect to the logistics network ...
> Not sure how much I can do about the lognets, I'll look into that. I'll probably end up disabling lognet connection though if I can. Wire it to a roboport if you need it.
yes. in 0.12.x we had a mod that made signals of a logistics network available to be used in circuit networks, and in 0.13.x we can use roboports to make those signals available.
thus no
need to support the logistics network on nixies, but (just like the option for using color) when the option to connect to a logistics network is shown on them, that should work. and if it doesn't, the option shouldn't be shown.
>> and one wish for the far future: ...
> Small nixies will probably never have letters unless someone graphical provides me appropriate letter sprites for them.
hehe, as i already said: "for the
far future" :-)
there is also the problem how to supply two different letter signals to a single item. maybe first letter on red wire and second on green wire, but that would leave the factorio principles even further (see above, not adding red and green wires before using the signals). that's why i limited the idea to the names of items/resources which eventually could automatically be derived from internal names, like "cp" for "copper plates", so that there is no input of letter signals neded.