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reclaim mod which counts total and improves recognition

PostPosted: 26 May 2018, 18:25
by Mielus
Jagged Appliance uses a mod in his casts which counts total reclaim on the screen, I can't seem to find the mod who knows where to find it?
(The casts from Jagged are great btw, https://www.youtube.com/channel/UCVukA3ixN8_ZNxnqxq3YD1g)
reclaim count mod.png
reclaim count
reclaim count mod.png (98.62 KiB) Viewed 6858 times


edit: subject

Re: searching mod which shows the total reclaim on the scree

PostPosted: 27 May 2018, 10:28
by nine2
its not a mod. enable in standard ui settings

Re: searching mod which shows the total reclaim on the scree

PostPosted: 28 May 2018, 03:45
by Mielus
I don't see any setting which could activate this....

Re: searching mod which shows the total reclaim on the scree

PostPosted: 28 May 2018, 17:59
by Uveso
Anihilnine wrote:its not a mod. enable in standard ui settings


Are you sure ? i can't find it.

Re: searching mod which shows the total reclaim on the scree

PostPosted: 28 May 2018, 18:31
by JaggedAppliance
I can't remember how i got it but Ftxcommando told me about it.

Edit: Ok i found it. Ftx got it from Strogo who made it. Just paste it into Mods\Selection Cost UI\hook\lua\ui\game

Re: searching mod which shows the total reclaim on the scree

PostPosted: 29 May 2018, 09:11
by Mielus
Great, works like a charm, thanks alot

Re: reclaim mod which counts total and improves recognition

PostPosted: 30 May 2018, 19:37
by Mielus
I extended the mod to spot the big reclaim even better:
  • decreased logo size (to avoid confusion with mass extractor spots when using the toggle)
  • 0 - 199 small text and green
  • 200-799 bigger text and yellow
  • 800+ large text and orange
reclaimlabel size and color.png
reclaimlabel size and color.png (621.36 KiB) Viewed 6664 times

Re: reclaim mod which counts total and improves recognition

PostPosted: 10 Jun 2018, 08:39
by crispweed
Very nice!

I noticed that the code for this is actually independent from the code in "Selection Cost UI", and wrapped this up in a small, independent mod, as follows:
BetterReclaimView.zip
Made into a small independent mod
(2.82 KiB) Downloaded 248 times

(Although there is still a link between the two mods, still, in that the reclaim total gets placed just below the UI elements in Selection Cost UI.)

To install the mod, note that you just need to put this zip file in your Mods directory, no need to extract.
(If someone wants to upload this to the vault, please go ahead. I could never get that to work!)

I also tweaked this a bit more, to reduce the amount of visual noise in situations where there are loads of very small reclaim elements, by removing text labels completely for reclaim elements with 20 or less mass:

BetterReclaimView.PNG
screenshot
BetterReclaimView.PNG (912.72 KiB) Viewed 6543 times

Re: reclaim mod which counts total and improves recognition

PostPosted: 10 Jun 2018, 10:56
by keyser
would it be possible to make the bigger reclaim appear in front of other ? so that you can actually read how much they are worse.
green dot and white number does still appear in front of yellow number.

Re: reclaim mod which counts total and improves recognition

PostPosted: 10 Jun 2018, 16:56
by crispweed
keyser wrote:would it be possible to make the bigger reclaim appear in front of other ?


Yeah, turns out that there is a way to do this.

(The object returned by UIUtil.CreateText() has a Depth value, which can be set to control depth ordering.)

It's still not always easy to read the labels, but better than before. ;)

depth_ordered_txt.PNG
depth_ordered_txt.PNG (31.58 KiB) Viewed 6490 times


Here's the mod again, with this change:

BetterReclaimView.zip
(2.83 KiB) Downloaded 383 times


(Just tweaked the relevant code, didn't update version number.)

I didn't know what to put for the depth values, so just set these, fairly arbitrarily, based on some code in other mods.

Depth values are also set, currently, per reclaim 'class'.
It would also be possible to set them more directly, based on the actual mass, I guess, so that larger values get ordered in front even within the same class..