Deadlock's Crating and Stacking for Bob's mods deprecated


Adds recipes for stacking & crating ores, plates and intermediates from Bob's, Angel's, UP, Clown's, and other mods

Content
4 years ago
0.16 - 0.18
50
Logistics

g Chip Colors

5 years ago
(updated 5 years ago)

One thing that's a rather large annoyance is the three types of stacked chips don't match the unstacked chips.

1 - The Basic Electronic Boards are brown going in and green coming out.
2 - The Electronic Circuit Boards are white going in but red coming out.
3 - The Electronic Logic Boards are green going in and blue coming out.

Electronic Processing Boards are also blue, which is correct.

Here is a screenshot of all chip/board types and their intermediates.
https://i.imgur.com/NvAVQ8R.png
Any chance you could fix it?

https://i.imgur.com/8W7bNYn.png
If you look at this, you can see how apparently the three which are wrong were made by someone else. The detail looks different from every other stacked board as if they are thicker.

Note: Pawz just told me that the correct graphics are already there under a TODO folder.
Also, the three BAD chip graphics seem to be generated OUTSIDE your mod. Check this out.
This is what happens if we remove your mod entirely.
https://i.imgur.com/xrJZdTr.png

5 years ago
(updated 5 years ago)

Got it.

Can you please add this to your data-final-fixes.lua:

{"electronic-circuit", 1, false},
{"advanced-circuit", 2, false},
{"processing-unit", 3, false},

The default chips are modified in Bob's, so you need to add their stacks again to get the latest graphics and build the icon.

5 years ago
(updated 5 years ago)

Awesome! Code works great.
https://i.imgur.com/lmRylVx.png

Please update with this fix. :)

Also, be aware that for basic electronic components and also transistors, Bob's icon is 128x128 but you are passing 32x32 into shanemadden's sprite generator as the size. This is why you've had to use custom images for these. Should be able to fix as long as you account for varying icon sizes than 32.

5 years ago

I was aware that the chip images didn't match, and that one can always remove the prerendered stack icons... But allegedly this makes drawing the icons on a belt much slower, as the engine has to draw four icon images on top of each other for each stack. I wasn't really able to measure the performance impact (I'm always CPU bound, not GPU), but that's why I was reluctant to just throw them out. Some of the plates and ores don't fit exactly, either, depending on what mods do to the icons, but I agree that with the circuits it is most noticeable, and getting prerendered stacks right is a nightmare, because Bob already has two versions included (and the new ones apparently use 128px icons), and then there's the Shiny version, too. :/

Any chance some of you use a IGP or mobile GPU and can check what the performance impact of lots of stacks on screen are?

5 years ago
(updated 5 years ago)

Main thing is that the code Pawz provided will fix it so your mod uses the dynamic sprites based on the correct images rather than vanilla's chips. If you fix this, that would be great.

But I don't have the hardware to run the test you're asking about.

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