[REL] Gross Economy v6.3.2

Discussion in 'Released Mods' started by wondible, February 19, 2014.

  1. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    A status bar mod for Planetary Annihilation that emphasizes income and expense so that they can be visually compared.

    Screen Shot 2015-02-08 at 18.29.07 .png Screen Shot 2015-02-08 at 18.28.02 .png

    Features

    Note: colors refer to default inverse color scheme. You can change the theme a more traditional black in the settings.

    Income is represented by larger hollow box, demand by a smaller solid bar. The tick scale is currently 10 metal and 1000 energy, with emphasized marks at 5x. Note: due to the large range of values that are covered, ticks will be removed when they get too crowded.

    A white extension to a bar represents a shortfall being made up by storage, or a surplus being sent to storage.

    The grey dash in the demand bar is the range of values over the last 30 seconds.

    The background color is coded similar to Economic Efficiency (see below)

    The net amount is invert highlighted when that resource is the limit on build rate.

    Storage has been made smaller and vertical.

    Color Code

    Percents: efficiency rate

    Metal

    Storage full: blue

    Storage not-empty: green

    Storage empty:
    - > 75%: green
    - 50%-75%: yellow
    - 33%-50%: orange
    - < 33%: red

    Energy

    Storage full:
    - > 150+: blue
    - 110%-150%: green
    - < 110%: yellow

    Storage not-empty:
    - > 100%: yellow
    - < 100%: orange

    Storage empty:
    - > 90%: orange
    - < 90%: red


    Conflicts

    Not expected to work with any other economy bar replacement

    Obtaining

    - https://github.com/JustinLove/gross_economy
    - http://wondible.com/pa/gross_economy_v6.3.2.zip
    - PAMM

    Changes

    Version 6.3.2

    - Fix binding error, presumed to be change in KO version
    - Layout triage

    Version 6.3.1

    - Triage layout of overall efficiency for 86422 (titans); still a little wonky with eco multiplier

    Version 6.3.0

    - Rearranged elements to emphasize resource bars.
    - Demand number is in number bar; supply number is larger and semi-transparent
    - Changed default net unit to simple.
    - Optional log scale
    - Add tag `economy`

    (WIP thread)

    Attached Files:

    Last edited: January 1, 2023
  2. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
  3. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    Works fine.
    Are you planning to add the percentages of EcoEff ?

    Oh nice code bye the way :)
    Last edited: February 19, 2014
  4. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Not currently. I mainly used the central one to compare with the parts and figure out which was the limit. The individual ratios can be picked up visually between the two bars. I might at some point try fixing the scale to supply * 2 so that it's easier to read the ratio.
  5. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    A hack for Windows that came up another thread.

    mishtakashi likes this.
  6. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    Lemme know when it's compatible with Economic Efficiency!
  7. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    It is a bit
  8. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    What does compatibility mean to you?

    I need to check for a review video, but I'd also be interested in how you use it - what actionable information are you using and how does EcoEff provide that more effectively?
  9. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    Compatibility means the two plugins work side by side without bugs, instability, or conflicts.

    The main thing that Economic Efficiency does that this one doesn't is the percentage and color. Out of the corner of my eye based on the color and percentage number I easily know how my economy is doing.
  10. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    I think for that I'd have to implement Floating Framework and make it a separate panel.

    I'm more visual, so I'm going to prefer comparing the bars to percentage numbers. I might do more with color at some point.

    Sometimes I think we need a "Status Bar Framework", but I have other mod ideas I want to pursue first.
  11. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    Why don't you do both ?
    Just let people choose in settings ?
    Show Percentages : On/Off
    Show ....
  12. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Partly I've wanted to avoid dependencies, and complexity in general. Once I implemented settings, percentages would be easy. The center box would involve borrowing a bit from EcoEff.
  13. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    There is a settings framework just use that.
    Not that hard :) And not complex at all. So we have only 1 eco bar mod with best of both worlds.
    Less conflicts.
    I really like the tickmarks :)
  14. LavaSnake

    LavaSnake Post Master General

    Messages:
    1,620
    Likes Received:
    691
    Now on PAMM. Sorry about the wait; usually someone gets to it within a day and I was out of town.
    wondible likes this.
  15. Quitch

    Quitch Post Master General

    Messages:
    5,884
    Likes Received:
    6,045
    I'd like an option to change the grid lines to be expressed in terms of metal and energy producing buildings. So energy bars would be light ticks for T1 power plants and bold ticks for T2, and the same for metal. That way I can easily see what my economy is short by.

    If there were a hotkey I could use to switch between the views in-game, that'd be even better.
  16. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    shouldn't the consumption be on top and the production below?
  17. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    I initially started doing that, but I perceived having too many fabbers as a more common problem.

    Also energy is a lot more interesting because the various generators aren't simple multiples of each other. If tick weight was simply based on gen type, I'd have to figure out what to do when they started getting crowded. Perhaps it would be basic, advanced, and then 5x from there.

    Stuff to think about.
  18. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    I was lining up with the numbers from the default UI. What's your reasoning for swapping the order?
  19. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    that that's what you want to know first.

    to me it feels so weird this way around.
  20. proeleert

    proeleert Post Master General

    Messages:
    1,681
    Likes Received:
    1,656
    Yeah I agree is more natural the other way around :)

Share This Page