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
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
Yeah in the windows version it's just adding the new scenes to the array. Changing scene in modinfo.json and it works again.