[MOD 0.14.x] Bottleneck

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trold
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[MOD 0.14.x] Bottleneck

Post by trold » Mon Jul 11, 2016 10:30 pm

Type: Mod
Name: Bottleneck
Description: The mod decorates assembling machines with an indicator light, making it easier to identify bottlenecks in your factory
License: MIT
Version: 0.10.0
Release: 2016-06-11
Tested-With-Factorio-Version: 0.17.0
Category: Helper
Tags: User-Interface, Info
Download-Url: https://mods.factorio.com/api/downloads ... 0.10.0.zip
Website: https://github.com/troelsbjerre/Bottleneck
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Last edited by trold on Tue Feb 26, 2019 8:07 pm, edited 50 times in total.

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sporefreak
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Re: [MOD 0.13.x] Bottleneck

Post by sporefreak » Mon Jul 11, 2016 10:42 pm

Love the idea but the graphics are kinda scary

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Re: [MOD 0.13.x] Bottleneck

Post by British_Petroleum » Mon Jul 11, 2016 11:17 pm

sporefreak wrote:Love the idea but the graphics are kinda scary

You are easily scared :P this looks great

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Re: [MOD 0.13.x] Bottleneck

Post by sporefreak » Tue Jul 12, 2016 2:38 am

These are not amazing or anything but you are more then welcome to use these, (IF you want that is)
They are all 32X32 but if you want bigger sizes i can make some. (...IF you want that is....)

ImageImageImage

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Re: [MOD 0.13.x] Bottleneck

Post by Miravlix » Wed Jul 13, 2016 9:37 pm

While instant on/off behavior is fine for green and yellow, I find red could benefit from a delay, if the machine is short on resources, it could force the light red for the next five seconds.

Seems like 0.13 creates a lot more situations where you're short of resources for extremely short periods of time pr. item created, but on a 0.5 cycle, a 0.xxx delay can become quite big, so it would be a great help for it to be easier to spot the small errors in designs.

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Re: [MOD 0.13.x] Bottleneck

Post by trold » Thu Jul 14, 2016 9:28 pm

Miravlix wrote:While instant on/off behavior is fine for green and yellow, I find red could benefit from a delay, if the machine is short on resources, it could force the light red for the next five seconds.

Seems like 0.13 creates a lot more situations where you're short of resources for extremely short periods of time pr. item created, but on a 0.5 cycle, a 0.xxx delay can become quite big, so it would be a great help for it to be easier to spot the small errors in designs.
Thank you for the suggestion; you are absolutely right. I have added your suggested functionality to v0.0.2.

Ideally, this information should also be made available in a separate list accessible through the GUI, probably summarized by recipe.

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Re: [MOD 0.13.x] Bottleneck

Post by trold » Thu Jul 14, 2016 9:31 pm

sporefreak wrote:These are not amazing or anything but you are more then welcome to use these, (IF you want that is)
They are all 32X32 but if you want bigger sizes i can make some. (...IF you want that is....)

ImageImageImage
I had to redo these, since I want the background to be transparent. I took your suggestion and made the yellow more orange to distinguish it better from the green. Thank you for your input.

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Re: [MOD 0.13.x] Bottleneck

Post by sporefreak » Fri Jul 15, 2016 8:03 am

trold wrote:
sporefreak wrote:These are not amazing or anything but you are more then welcome to use these, (IF you want that is)
They are all 32X32 but if you want bigger sizes i can make some. (...IF you want that is....)

ImageImageImage
I had to redo these, since I want the background to be transparent. I took your suggestion and made the yellow more orange to distinguish it better from the green. Thank you for your input.

They were uploaded to imgur with transparent backgrounds, they should already have transparent backgrounds.

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Re: [MOD 0.13.x] Bottleneck

Post by trold » Fri Jul 15, 2016 8:39 am

sporefreak wrote:They were uploaded to imgur with transparent backgrounds, they should already have transparent backgrounds.
Maybe transparency was lost when uploading to imgur. Here is a comparison:

Image from above: Image

New Image from mod: Image

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Re: [MOD 0.13.x] Bottleneck

Post by Liquid5n0w » Wed Jul 20, 2016 1:53 pm

Seems to be dropping my UPS on a rather small factory. I like this mod, but it really shouldn't affect UPS should it?

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Re: [MOD 0.13.x] Bottleneck

Post by Oceanel » Tue Jul 26, 2016 10:38 am

Hi. This is another variant of graphics https://www.dropbox.com/s/msy0qnwa26jjj ... s.zip?dl=0
Attachments
ab.png
ab.png (498.13 KiB) Viewed 14733 times
compare.png
compare.png (7.56 KiB) Viewed 14733 times

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Re: [MOD 0.13.x] Bottleneck

Post by trold » Sat Aug 13, 2016 10:12 pm

I have given into the demands, and the mod no longer kills your CPU. It only does 40 updates per tick, no matter the size of the factory. This will reduce accuracy on bigger factories, instead of slowing down.

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Re: [MOD 0.13.x] Bottleneck

Post by trold » Sun Aug 14, 2016 3:44 pm

Liquid5n0w wrote:Seems to be dropping my UPS on a rather small factory. I like this mod, but it really shouldn't affect UPS should it?
This should be fixed in the newest version.

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apriori
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Re: [MOD 0.13.x] Bottleneck

Post by apriori » Mon Aug 15, 2016 7:38 am

New version in attachments. Changelist:
• Some codelines for correct placement of bottleneck signals for non-vanilla-sized machines, like assembling machine zero or bucket wheel excavator. See image below.
• Added hotkey "B" to toggle bottlenecks visible/hidden (visible by default). See game settings -> controls -> mods to configure. See mod folder -> locale to localize control's description.

Author, contribute it yourself - I'm not github user. License - see my signature below.
Attachments
Bottleneck_0.2.0.zip
I think it should be 0.2.2. This edition is without 0.2.1 changes. Merge it.
(6.57 KiB) Downloaded 63 times
2016-08-15_09-19-44.png
Comparision
2016-08-15_09-19-44.png (1.73 MiB) Viewed 14704 times
Any code or mods posted by me are WTFPL, unless otherwise copyrights are specified.

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Re: [MOD 0.13.x] Bottleneck

Post by trold » Mon Aug 22, 2016 8:09 pm

Thanks to apriori, the signals are now places correctly for big entities. For some reason, it still places signals to the left side on the small 2x2 entities.

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Re: [MOD 0.13.x] Bottleneck

Post by SuicidalKid » Sun Aug 28, 2016 4:00 pm

I updated this to 0.14 because I got bored, enjoy!

https://www.dropbox.com/s/ecq98qpmzlnsx ... 1.zip?dl=1
I have no idea what I'm doing.

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Re: [MOD 0.13.x] Bottleneck

Post by trold » Tue Aug 30, 2016 4:31 am

I realized that I had completely forgotten to update the download URL at the top of this post ever since v0.2.0, so only people using the mod portal would have gotten the newer versions. Sorry about this. The currently newest version can be found at https://mods.factorio.com/api/downloads ... _0.3.1.zip

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apriori
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Re: [MOD 0.14.x] Bottleneck

Post by apriori » Mon Sep 05, 2016 7:22 am

russian locale
Any code or mods posted by me are WTFPL, unless otherwise copyrights are specified.

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Re: [MOD 0.14.x] Bottleneck

Post by Jackalope_Gaming » Sun Oct 30, 2016 12:29 pm

I've noticed this mod's graphics are covered up by assembler-type entities that output fluid in the bottom middle. In the base game this is only the oil refinery, but mods and such can add other things with bottom middle fluid output. Changing the picture shift from "shift = {-0.5, -0.3}" to "shift = {0, -0.3}" allows for showing both the middle output and the indicator light fully. It also does not interfere with such entities as chemical plants that have a bottom right fluid output since the indicator light is in between the middle tile and the tile to the right of middle.

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Re: [MOD 0.14.x] Bottleneck

Post by Peter34 » Wed Nov 02, 2016 10:09 pm

Thanks for making this mod. I've been playing for a little over 2 years now, and I only just very recently realized that it annoys and frustrates me that I can't at-a-glance see whether my machines are working or not, and if not, whether it's because of input or output reason.

Both are reasonbly easy to bypass, by pressing the Alt key or by looking at the Belts to see whether they're full or not full (except when you're using Requester Chests instead, which I maintain is very valid in some cases), but still, this mod speeds up getting answers to that question by at least a factor of 5, and thus it's very, very Factorio.

Thanks!

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