[REL] Economic Efficiency UI Mod

Discussion in 'Mod Discussions' started by SatanPetitCul, October 8, 2013.

  1. SatanPetitCul

    SatanPetitCul Active Member

    Messages:
    267
    Likes Received:
    197
    Hi guys,
    I don't have time to make these update. You are very welcome to do it.
    By the way if you make an update, could you add one features that i have forget ?

    Remove the bars (or just the numbers) when the production is zero (spectating). I noticed it in the cast of ZaphodX, the bar is filled with green and yellow 0%, it lacks of beauty :)
    cwarner7264 and cptconundrum like this.
  2. Antiglow

    Antiglow Well-Known Member

    Messages:
    342
    Likes Received:
    319
    live_game_econ moved to seperate html so the mod is no longer functioning in the new build.
  3. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Anyone up for updating it?
  4. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    If it's not updated till I'm home I'll take a look ...
    So you got 9 hours : Start :p
  5. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    My brief stab at Gross Economy suggests it will not be trivial. The status bar is a new scene, which isn't supported by PAMM. Also, the new scenes get recreated every time and appear randomly in the debugger view list. I'm also running into issues with load order - wrong 'model' object when the mod runs (but maybe thats because I'm using global load list as debugging workaround)

    File shadowing the entire scene is getting rather tempting.
  6. Quitch

    Quitch Post Master General

    Messages:
    5,856
    Likes Received:
    6,045
    I think it would make more sense to ask the author of Gross Economy to combine this function into his mod, since his will still be supported moving forward.
  7. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    build 61250 brokses it... :(
  8. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    Noooooooooooooooooooooo!!!

    This was probably my favorite mod! Does anyone know how to fix it?
  9. dc443

    dc443 Member

    Messages:
    68
    Likes Received:
    19
    It is unbelievable how lost i am without this mod now that the new build broke it. Without it, you have no idea how hard you're stalling energy.
    cptconundrum and cwarner7264 like this.
  10. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    That mod gives a little more information than this one does. All I need is a way to quickly see the efficiency percent, so I'm really hoping this can be fixed.
  11. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,328
    Likes Received:
    2,125
    Actually, it might not be fixable until the new scenes are taken into account in pamm. I think they moved stuff to "live_game_econ", which is a new scene since this build, which is probably why it broke in the first place.
  12. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    I was using div_status_bar_cont, which is now in a different scene, but I got gross economy working by manually hacking pamm's ui_mod_list.

    Oh... PAMM just updated, so hacking should be moot.
  13. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Wasn't that updatee just for mac and linux, or is it fixed for windows too?
  14. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    That could be. I assumed that was downstream from windows, but they may have forked.

    p.s. I confirmed that the mod will load if you modify it's modinfo.json live_game -> live_game_econ The ends are cut off, but that may be a constraint on the sub-scene window, which could take some inspection and modification of live_game.
  15. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,328
    Likes Received:
    2,125
    No, pamm for Linux/Mac and Windows behave similar, but they are completely different on the inside. The Windows version by raevn is IE-only html/javascript stuff, while mine is all Qt4 and C++.

    We do make sure we share all features though. I just beat raevn to it because he has a bunch of mods to check as well as making the detailed changelog. The few mods I wrote fortunately just seem to work.
    cptconundrum likes this.
  16. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I was under the impression pamm handles scenes on a generic basis, so a new scene can be addressed by just using the right name in the config file?
    cptconundrum likes this.
  17. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    upload_2014-2-19_18-46-50.png

    Seem to work
  18. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,328
    Likes Received:
    2,125
    No, at least not in the Linux/Mac version.

    I hadn't actually thought about doing it like you say. Interesting. I suppose a problem could be that every unknown array in the modlist.json would have to be treated as a scene. Although that wouldn't actually cause any harm. Probably.
  19. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    Yeah in the windows version it's just adding the new scenes to the array.
    Changing scene in modinfo.json and it works again.
  20. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    Could you explain a little more for those of us non-js folk?
    mishtakashi likes this.

Share This Page