pollution visuals


heavilly polluted areas will now contain clouds of smog

Tweaks
2 years ago
1.1
4.18K

i [ADDED] Customizable thresholds

2 years ago

Hi! Firstly, love your mod! Have been using Smog from Darkfrei but have always thought a graceful solution to the level fall-off problem was exactly how you solved it, by using multiple edge+corner sprites and layers. So, thank you for solving it and saving me the effort!

One thing that bothers me though is the different sprite levels/layers are too intense for the pollution levels in-game. Eg if an area in my factory has very less pollution, the overlay intensity is too high for it to feel real and allow comfortable gameplay. Would be nice to have a setting to dynamically set how many layers/opacity levels should be accounted for (like how Smog has customizable levels with 200-1000 as default). What say?

Thanks again!

2 years ago
(updated 2 years ago)

hello ray1claw,
i am currently (as i received this message) working on configurable settings for this exact issue.
i also want to redo the smog threshold with an exponential function

this is what i currently had in mind

where x is the number of layers of sprites
where y is the pollution value for a given chunk

i wanted a player to be able to configure the following settings:
the maximum number of layers. (which in the image is currently 5)
the y-intercept of the exponential function
the base of the exponential function

please let me know what you think of this. also if you like this idea what would you say the default values of this exponential function should look like?
on a side note i have also been thinking about increasing the transparency of the sprites. (so its more transparent) but not sure if that's a good idea.

2 years ago

i hope i didn't scare you off with technical jargon.
i updated the mod to include configurable settings along with new default values.

i hope this is something that you can play with to achieve your desired result.

2 years ago

Haha no. I understood all the jargon (have been a programmer / ex-pro-game-dev etc). Thanks for the quick response and update!

The exponential function does make sense. I'll play with it a bit more later today/tomorrow and let you know if it works for me and if I've made any changes to the config to achieve the desired result I want for my gameplay.

Thanks again! Cheers!

2 years ago

that's good to hear!
let me know how you get on :)

2 years ago

Hello again. Apologies for the delay in response. I did check out the new options, I believe you rolled a few updates since we last spoke. The one I updated to right after your last comment back then needed some tweaking in settings to be not too heavy visually for low-medium pollution levels.

But the latest one I'm seeing now fixes that at default settings and the levels seem perfect! The smog in mid-high pollution areas also matches decaying/partially dead trees in both vanilla and Alien Biomes, which is awesome. I'm also noticing you've resolved chunk rendering performance issues, where it would not render for some chunks if scrolling too fast in map view, as now I can pan as fast as I want and see the pollution seamlessly, which is great! Kudos!

Thank you for improving the mod for me and many others. Cheers!

1 year, 8 months ago

I have no idea how to use this feature. i wanted anything over 1 pollution in a chunk (light red on map) to show a light haze. all i end up with though, when i mess with the settings, is everything getting max layers.

can't you just make it so that I get 5 profile points in the options instead of this alien formula? like in the settings, have a setting called "Layer1" and to the right in the input box. Within that box it takes an integer value, and basically if i set it to 5, that means only 1 layer of visuals gets applied when pollution is ≥ to 5. In Layer2 i set it to 20, and so on.

it doesn't require me to interpret and use a calculator that way.

1 year, 8 months ago
(updated 1 year, 8 months ago)

hey Layarion.

i completely understand where you are coming from. the current system is not very user friendly at all.
i think that your idea is probably allot better and it shouldn't be hard to implement at all.
however I'm currently quite busy with university. i will probably have time again during the summer break. but until then i don't think I'll be doing much to this mod.

however if someone were to make a pull request on my repository with these suggested changes I'll be sure to review it and update the mod.

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