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Use graffiti icons for basic crafting tabs #938

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Mantar wants to merge 1 commit from graffiti_icons into v4
pull from: graffiti_icons
merge into: Mantar:v4
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Posted for discussion, how do we feel about using our graffiti icons for crafting tabs?

Check out the graffiti_icons branch to have a look, or see the attached png
icons.jpg

Not sure about the shovel for threshing/agriculture, it kinda looks like a weird torch due to the bit inside the head.

Posted for discussion, how do we feel about using our graffiti icons for crafting tabs? Check out the graffiti_icons branch to have a look, or see the attached png ![icons.jpg](/attachments/3aae9b5d-1b8b-4745-8352-9a15fda539e9) Not sure about the shovel for threshing/agriculture, it kinda looks like a weird torch due to the bit inside the head.
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I prefer the hammer for the tools icon tbh

I prefer the hammer for the tools icon tbh
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Thanks for setting up that image button thing though. I can remove the placeholder icon item that I had to make diskjfskksk

Thanks for setting up that image button thing though. I can remove the placeholder icon item that I had to make diskjfskksk
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I think buttons without borders look better.
You can do it like this:

local button_type = 'item_image_button['
local button_without_borders = ''
if item_name == string.gsub(item_name, ":", "") then -- not an item
 button_type = 'image_button['
 button_without_borders = ';;false'
end
recipesFS[#recipesFS + 1] = button_type..(leftPoint)..
 ',0.3;0.6,0.6;'.. item_name .. ';sCraftTab_'..i..';'..button_without_borders..']'

Button without borders
And I think we should replace all buttons with icons.
Not changed to pictograms

I think buttons without borders look better. You can do it like this: ```lua local button_type = 'item_image_button[' local button_without_borders = '' if item_name == string.gsub(item_name, ":", "") then -- not an item button_type = 'image_button[' button_without_borders = ';;false' end recipesFS[#recipesFS + 1] = button_type..(leftPoint).. ',0.3;0.6,0.6;'.. item_name .. ';sCraftTab_'..i..';'..button_without_borders..']' ``` ![Button without borders](/attachments/1be8e56a-fc0e-4975-98d7-ce7636260c5b) And I think we should replace all buttons with icons. ![Not changed to pictograms](/attachments/7f567af6-e1ec-4dbb-87eb-a4b6b9a8e9a3)
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Oh!!! I was wondering why it was weird like that, I thought it was some issue with the GUI settings. Thanks for pointing that out ooo

Oh!!! I was wondering why it was weird like that, I thought it was some issue with the GUI settings. Thanks for pointing that out ooo
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I prefer the hammer for the tools icon tbh

We have an axe and a pickaxe in the graffitti, either could be used. I'll probably close this, though, response has been mostly in the negative. I feel like the weaving, pottery, and hand are much clearer than the present v4 icons, but the shovel sucks.

> I prefer the hammer for the tools icon tbh We have an axe and a pickaxe in the graffitti, either could be used. I'll probably close this, though, response has been mostly in the negative. I feel like the weaving, pottery, and hand are much clearer than the present v4 icons, but the shovel sucks.
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I'll probably close this, though, response has been mostly in the negative.

I really like the idea, but it needs to be refined.
Maybe create your own set of icons for the interface?

Something like this:
изображение

> I'll probably close this, though, response has been mostly in the negative. I really like the idea, but it needs to be refined. Maybe create your own set of icons for the interface? Something like this: ![изображение](/attachments/ed75a2c3-43cd-4c91-8c8f-ebe6edc9c363)
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I definitely like the idea of this though, and I like the coding changes you've made because I can finally do away with the crafting placeholder item I made to show the icon lol

I'd say reset icons for now, but I can go about seeing about maybe seeing how I can implement new ones

I definitely like the idea of this though, and I like the coding changes you've made because I can finally do away with the crafting placeholder item I made to show the icon lol I'd say reset icons for now, but I can go about seeing about maybe seeing how I can implement new ones
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about borders, highlighted icons etc, I made a version to solve that (still ugly, but border let us have backgounrd color and say easily "selected one is in different color".
In game, I was bothered by the fact that I couldn't really see they were tab, all black on black on dark screen( I need a high contrast theme :D) and I wanted to now which one was selected.
I also renamed "craft type" into "tool used" (because else we had 2 craft types part it was confusing as player)

So I would propose that kind of thing for that aspect, and I could share my own code (since I am reformatting inventory.lua) if you want too, this is currently in https://codeberg.org/lili36/Exile-Lili/src/branch/crafting_cleaning

I also think the left part could be better as buttons and not inventory. With the second one having a background image/tool tip indicating what it is for.

  • We would be able to see clearly in which tab (which tool) we are.
    This would also probably solve the migration issue from old v4.

About the icons :
I find the hammer confusing this we also can have the hammer on the left...
I think we could make dedicated image, but... maybe more in the same style, graffiti here are too abstract....
player won't understand them (except the hand) and the GUI is already out of immersion anyway.

I also like the seed one, and pottery one, very clear.
I like the shirt too, clear too

A custom tool one could be made. and hand for the stick.
(But then, hand also for crafting spot ? priority seems to be that old crafting spot ahah)

The Placed hammer is also not visible on y screen, I would prefer normal hammer in tool types on the left, and other thing than the hammer for second tab.

My other concern is that the style of the graffiti here are too different from the rest of the GUI.
(and the last one looks like a mushroom, it is confusing).

I would keep graffiti for in-game part.

about borders, highlighted icons etc, I made a version to solve that (still ugly, but border let us have backgounrd color and say easily "selected one is in different color". In game, I was bothered by the fact that I couldn't really see they were tab, all black on black on dark screen( I need a high contrast theme :D) and I wanted to now which one was selected. I also renamed "craft type" into "tool used" (because else we had 2 craft types part it was confusing as player) So I would propose that kind of thing for that aspect, and I could share my own code (since I am reformatting inventory.lua) if you want too, this is currently in https://codeberg.org/lili36/Exile-Lili/src/branch/crafting_cleaning I also think the left part could be better as buttons and not inventory. With the second one having a background image/tool tip indicating what it is for. + We would be able to see clearly in which tab (which tool) we are. This would also probably solve the migration issue from old v4. About the icons : I find the hammer confusing this we also can have the hammer on the left... I think we could make dedicated image, but... maybe more in the same style, graffiti here are too abstract.... player won't understand them (except the hand) and the GUI is already out of immersion anyway. I also like the seed one, and pottery one, very clear. I like the shirt too, clear too A custom tool one could be made. and hand for the stick. (But then, hand also for crafting spot ? priority seems to be that old crafting spot ahah) The Placed hammer is also not visible on y screen, I would prefer normal hammer in tool types on the left, and other thing than the hammer for second tab. My other concern is that the style of the graffiti here are too different from the rest of the GUI. (and the last one looks like a mushroom, it is confusing). I would keep graffiti for in-game part.
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Idk I still prefer the borderless no background

But I do agree about using better colours so that it isn't hidden in the background

Idk I still prefer the borderless no background But I do agree about using better colours so that it isn't hidden in the background
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Idk I still prefer the borderless no background

But I do agree about using better colours so that it isn't hidden in the background

me too, I mean, I don't find this button pretty. It was more about the highlight things. Also, not sure why, but the color doesn't apply if I put border off.
we also could do vertical tabs ?

> Idk I still prefer the borderless no background > > But I do agree about using better colours so that it isn't hidden in the background me too, I mean, I don't find this button pretty. It was more about the highlight things. Also, not sure why, but the color doesn't apply if I put border off. we also could do vertical tabs ?
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Maybe we could add a custom selection image to overlay the button when selected

Maybe we could add a custom selection image to overlay the button when selected
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First take: thank you for revising crafting... I was not happy with the state of v4 last year.

First guesses:

  • Handcrafts, muppets, gloves
  • Unsure, Tool making, Something about enemies with axes
  • Wristwatches
  • Tech tree, Steps/ziggurat building
  • Weaving
  • Unsure, shovel, Still unsure

The icons are better than the example with actual products.

My opinion is this should be avoided entirely. One of the reasons Blender continues to gets disrespect is the menu/submenu/subsubmenu complexity. Tabs and subtabs, same problem. This window is overly complex.

However, if you go with it I agree that buttons without the square borders would be an improvement. Also, if possible the selected item should be somehow tied to a bar or outline or tint indicating the affected area below it. With the tabs looking physically attached to something I think the scope is clearer.

First take: thank you for revising crafting... I was not happy with the state of v4 last year. First guesses: - Handcrafts, muppets, gloves - Unsure, Tool making, Something about enemies with axes - Wristwatches - Tech tree, Steps/ziggurat building - Weaving - Unsure, shovel, Still unsure The icons are better than the example with actual products. My opinion is this should be avoided entirely. One of the reasons Blender continues to gets disrespect is the menu/submenu/subsubmenu complexity. Tabs and subtabs, same problem. This window is overly complex. However, if you go with it I agree that buttons without the square borders would be an improvement. Also, if possible the selected item should be somehow tied to a bar or outline or tint indicating the affected area below it. With the tabs looking [physically attached to something](https://en.wikipedia.org/wiki/File_folder#/media/File:Manila_Folders.jpg) I think the scope is clearer.
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I wonder if we should use table.concat instead as well. In the MT discord, there was lengthy testing and such about how slow concatenation is versus concat (which is much quicker)

I wonder if we should use table.concat instead as well. In the MT discord, there was lengthy testing and such about how slow concatenation is versus concat (which is much quicker)
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So personally, I'd like to see the coding changes implemented (non-item icons functionality) so that we can all play with this ooo, its given me some ideas

So personally, I'd like to see the coding changes implemented (non-item icons functionality) so that we can all play with this ooo, its given me some ideas
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me too, I mean, I don't find this button pretty. It was more about the highlight things. Also, not sure why, but the color doesn't apply if I put border off.

Instead of coloring the background inside the borders, you can apply color to the icon

local item_name = crafting.icon_item_name[cTabs[i]]
 or 'crafting:placeholder'
local button_type = 'item_image_button['
local button_without_borders = ''
if item_name == string.gsub(item_name, ":", "") then -- not an item
 button_type = 'image_button['
 button_without_borders = ';;false'
 if sTab == i then
 item_name = item_name .. '^[colorize:#00F0F0'
 end
end
> me too, I mean, I don't find this button pretty. It was more about the highlight things. Also, not sure why, but the color doesn't apply if I put border off. Instead of coloring the background inside the borders, you can apply color to the icon ```lua local item_name = crafting.icon_item_name[cTabs[i]] or 'crafting:placeholder' local button_type = 'item_image_button[' local button_without_borders = '' if item_name == string.gsub(item_name, ":", "") then -- not an item button_type = 'image_button[' button_without_borders = ';;false' if sTab == i then item_name = item_name .. '^[colorize:#00F0F0' end end ```
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I was thinking of having an image be overlaid

Either an image below showing selection, or one surrounding it. I'll have to make a demo

I was thinking of having an image be overlaid Either an image below showing selection, or one surrounding it. I'll have to make a demo
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The Placed hammer is also not visible on y screen

That's a separate issue, fixed in 04ebbedab5

>The Placed hammer is also not visible on y screen That's a separate issue, fixed in 04ebbedab52b
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Maybe we could add a custom selection image to overlay the button when selected

yes, I thought that to ! I would like to have "tab" look (but image tab). We could have that with tab images background, and have a different image for selected tab.
So we could keep the "no border" button who look nicer (but with a border in the image itself ?)
I need high contrast and I need a visual border as player, but we could make a prettier one than the default border button.

> Maybe we could add a custom selection image to overlay the button when selected yes, I thought that to ! I would like to have "tab" look (but image tab). We could have that with tab images background, and have a different image for selected tab. So we could keep the "no border" button who look nicer (but with a border in the image itself ?) I need high contrast and I need a visual border as player, but we could make a prettier one than the default border button.
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My opinion is this should be avoided entirely. One of the reasons Blender continues to gets disrespect is the menu/submenu/subsubmenu complexity. Tabs and subtabs, same problem. This window is overly complex.

However, if you go with it I agree that buttons without the square borders would be an improvement. Also, if possible the selected item should be somehow tied to a bar or outline or tint indicating the affected area below it. With the tabs looking physically attached to something I think the scope is clearer.

I also want that part : tab look with background for the recipe list so it is linked to the tab, and not disconnected. I need to go and can't draw it now, but I think what I have in mind is the same than you...

I also thought "why not vertical tab ?" and agree on complexity.

We now have only 2 "craft types" on the left, and I think the renaming alone is alreayd more clear : hand + optionnal placed tool.

I also found it complexe to have subtabs for tools...

What I did for now, waiting for thos complex question, was only to make recipe list and search bar look less messy (my image is my current test version), but most of my job was to clean the code under it, to let us change things more easily after that....

It is far from being done right now, code still can be calrified, but I understand it better.

if needed, my code is on my codeberg repository (and I agree my button look bad, but I was not able to change the image, this was more an "intermediate state" to have highlightes button etc... waiting for better).

(This was made following my change on research part, since the research now works).

> My opinion is this should be avoided entirely. One of the reasons Blender continues to gets disrespect is the menu/submenu/subsubmenu complexity. Tabs and subtabs, same problem. This window is overly complex. > > However, if you go with it I agree that buttons without the square borders would be an improvement. Also, if possible the selected item should be somehow tied to a bar or outline or tint indicating the affected area below it. With the tabs looking [physically attached to something](https://en.wikipedia.org/wiki/File_folder#/media/File:Manila_Folders.jpg) I think the scope is clearer. > I also want that part : tab look with background for the recipe list so it is linked to the tab, and not disconnected. I need to go and can't draw it now, but I think what I have in mind is the same than you... I also thought "why not vertical tab ?" and agree on complexity. We now have only 2 "craft types" on the left, and I think the renaming alone is alreayd more clear : hand + optionnal placed tool. I also found it complexe to have subtabs for tools... What I did for now, waiting for thos complex question, was only to make recipe list and search bar look less messy (my image is my current test version), but most of my job was to clean the code under it, to let us change things more easily after that.... It is far from being done right now, code still can be calrified, but I understand it better. if needed, my code is on my codeberg repository (and I agree my button look bad, but I was not able to change the image, this was more an "intermediate state" to have highlightes button etc... waiting for better). (This was made following my change on research part, since the research now works).
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I was thinking of having an image be overlaid

Either an image below showing selection, or one surrounding it. I'll have to make a demo

I don't think I published that code yet (partially on my crafting-cleaning repo), but I started to clean the code so it is easier for us to move things/change the display. For example in clarifying containers.

> I was thinking of having an image be overlaid > > Either an image below showing selection, or one surrounding it. I'll have to make a demo I don't think I published that code yet (partially on my crafting-cleaning repo), but I started to clean the code so it is easier for us to move things/change the display. For example in clarifying containers.
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me too, I mean, I don't find this button pretty. It was more about the highlight things. Also, not sure why, but the color doesn't apply if I put border off.

Instead of coloring the background inside the borders, you can apply color to the icon

local item_name = crafting.icon_item_name[cTabs[i]]
 or 'crafting:placeholder'
local button_type = 'item_image_button['
local button_without_borders = ''
if item_name == string.gsub(item_name, ":", "") then -- not an item
 button_type = 'image_button['
 button_without_borders = ';;false'
 if sTab == i then
 item_name = item_name .. '^[colorize:#00F0F0'
 end
end

you can with image-button but those are item_image_button ? but yes, the idea, graffiti or not, is to pass them as image_button anyway, I didn't do that only because I didn't had the images :D

> > me too, I mean, I don't find this button pretty. It was more about the highlight things. Also, not sure why, but the color doesn't apply if I put border off. > > Instead of coloring the background inside the borders, you can apply color to the icon > > ```lua > local item_name = crafting.icon_item_name[cTabs[i]] > or 'crafting:placeholder' > local button_type = 'item_image_button[' > local button_without_borders = '' > if item_name == string.gsub(item_name, ":", "") then -- not an item > button_type = 'image_button[' > button_without_borders = ';;false' > if sTab == i then > item_name = item_name .. '^[colorize:#00F0F0' > end > end > ``` you can with image-button but those are item_image_button ? but yes, the idea, graffiti or not, is to pass them as image_button anyway, I didn't do that only because I didn't had the images :D
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since we only have 2 "craft types" now (hand + otpionnal placed tool), why not put subtabs vertical on the left ? then we even would be able to have 4 rows of recipes

since we only have 2 "craft types" now (hand + otpionnal placed tool), why not put subtabs vertical on the left ? then we even would be able to have 4 rows of recipes
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I wonder if we should use table.concat instead as well. In the MT discord, there was lengthy testing and such about how slow concatenation is versus concat (which is much quicker)

about that part : this is already used for the main part... and I was tempter to use "table.insert (output, ...)" as discussed on IRC, but it seems a little slower (but easier to read in code ?)

Not related but : how do you integrate images here ? (in big in the message, not in small like me at the end)

> I wonder if we should use table.concat instead as well. In the MT discord, there was lengthy testing and such about how slow concatenation is versus concat (which is much quicker) about that part : this is already used for the main part... and I was tempter to use "table.insert (output, ...)" as discussed on IRC, but it seems a little slower (but easier to read in code ?) Not related but : how do you integrate images here ? (in big in the message, not in small like me at the end)
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Used in main part? Where? ;o

Used in main part? Where? ;o
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The discussion was about the difference in performance between

table.insert(foo, "bar")
vs
foo[#foo+1] = "bar"

The latter is significantly faster in plain lua, and slightly faster in luajit. Adding a local table_insert = table.insert makes the first one a little faster than doing #foo+1 in plain lua, but it's still a tiny hair slower in luajit.
Most of our code is doing #foo+1

The discussion was about the difference in performance between `table.insert(foo, "bar")` vs `foo[#foo+1] = "bar"` The latter is significantly faster in plain lua, and slightly faster in luajit. Adding a `local table_insert = table.insert` makes the first one a little faster than doing `#foo+1` in plain lua, but it's still a tiny hair slower in luajit. Most of our code is doing #foo+1
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Ah, I guess that's what lili is talking about then

I was talking about table.concat vs the 3 dots for string concatenation. Where table.concat is much faster by a huge margin, my idea was to do something like:

local recipe_button = {
 'item_image_button[',
 leftPoint,
 ',0.3;0.6,0.6;',
 item_name,
 ';sCraftTab_',
 tostring(i),
 ']'
}
if item_name == item_name:gsub(".","") then -- not an item
 recipe_button[1] = 'image_button['
 recipe_button[#recipe_button] = ';;false]'
end
recipesFS[#recipesFS + 1] = table.concat(recipe_button)

Would need to add some notation to indicate the purpose of some of the modifications lol

Ah, I guess that's what lili is talking about then I was talking about table.concat vs the 3 dots for string concatenation. Where table.concat is much faster by a huge margin, my idea was to do something like: ```lua local recipe_button = { 'item_image_button[', leftPoint, ',0.3;0.6,0.6;', item_name, ';sCraftTab_', tostring(i), ']' } if item_name == item_name:gsub(".","") then -- not an item recipe_button[1] = 'image_button[' recipe_button[#recipe_button] = ';;false]' end recipesFS[#recipesFS + 1] = table.concat(recipe_button) ``` Would need to add some notation to indicate the purpose of some of the modifications lol
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Could also do it as so:

local is_item = item_name ~= item_name:gsub(".","") and true or false -- is an item or not an item
local recipe_button = {
 is_item and 'item_image_button[' or 'image_button[',
 leftPoint,
 ',0.3;0.6,0.6;',
 item_name,
 ';sCraftTab_',
 tostring(i),
 is_item and ']' or ';;false]'
}
recipesFS[#recipesFS + 1] = table.concat(recipe_button)
Could also do it as so: ```lua local is_item = item_name ~= item_name:gsub(".","") and true or false -- is an item or not an item local recipe_button = { is_item and 'item_image_button[' or 'image_button[', leftPoint, ',0.3;0.6,0.6;', item_name, ';sCraftTab_', tostring(i), is_item and ']' or ';;false]' } recipesFS[#recipesFS + 1] = table.concat(recipe_button) ```
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Do we have any numbers for the performance impact of "".."" in that area of the code? I think most of the time it's probably going to be fine to use the simpler .. operator, but I don't know how critical this bit is.

Do we have any numbers for the performance impact of "".."" in that area of the code? I think most of the time it's probably going to be fine to use the simpler .. operator, but I don't know how critical this bit is.
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Someone ran it in the discord, I'll have to look again, but it was like tens to hundreds of times faster - even though the string concatenation was like 0.03sec and table.concat was like 0.00001sec iirc lol

Someone ran it in the discord, I'll have to look again, but it was like tens to hundreds of times faster - even though the string concatenation was like 0.03sec and table.concat was like 0.00001sec iirc lol
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Ah, I guess that's what lili is talking about then

I was talking about table.concat vs the 3 dots for string concatenation. Where table.concat is much faster by a huge margin, my idea was to do something like:

Would need to add some notation to indicate the purpose of some of the modifications lol

I understood you were talking about that : this is already made in most part, and I already changed some part of it (not in PR yet, on crafting cleaning or clothing PR, but I saw mantar didn't merge it.

Also you give recipeFS as example, while this one already uses table.concat for the most part.
The diff beteween table contact/ ... is more about long string. For little things liek that, I don't think it matters

This is what was on the discord : the difference get bigger if the string get bigger, but here, only 4 part with little string... not that much.

Should I make a PR with my crafting-cleaning branch, even if cleaning is not finished ? Because I fear some people work on ole code I already cleaned ? (Also so we already have a better look for the search bar and highlighted button, even if those are ugly and we want to replace them anyway....)

> Ah, I guess that's what lili is talking about then > > I was talking about table.concat vs the 3 dots for string concatenation. Where table.concat is much faster by a huge margin, my idea was to do something like: > Would need to add some notation to indicate the purpose of some of the modifications lol I understood you were talking about that : this is already made in most part, and I already changed some part of it (not in PR yet, on crafting cleaning or clothing PR, but I saw mantar didn't merge it. Also you give recipeFS as example, while this one already uses table.concat for the most part. The diff beteween table contact/ ... is more about long string. For little things liek that, I don't think it matters This is what was on the discord : the difference get bigger if the string get bigger, but here, only 4 part with little string... not that much. Should I make a PR with my crafting-cleaning branch, even if cleaning is not finished ? Because I fear some people work on ole code I already cleaned ? (Also so we already have a better look for the search bar and highlighted button, even if those are ugly and we want to replace them anyway....)
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Someone ran it in the discord, I'll have to look again, but it was like tens to hundreds of times faster - even though the string concatenation was like 0.03sec and table.concat was like 0.00001sec iirc lol

Not for the thing in abstract, but in our usage in Exile. Just because A is slower than B doesn't mean A is automatically a problem, unless you're doing a lot of A, like inside a loop or something.

Basically, is it worth changing our code to use table.concat anywhere, or is it a waste of our coding time that will save us a hundredth of a second in one out of 300 server steps?

> Someone ran it in the discord, I'll have to look again, but it was like tens to hundreds of times faster - even though the string concatenation was like 0.03sec and table.concat was like 0.00001sec iirc lol Not for the thing in abstract, but in our usage in Exile. Just because A is slower than B doesn't mean A is automatically a problem, unless you're doing a lot of A, like inside a loop or something. Basically, is it worth changing our code to use table.concat anywhere, or is it a waste of our coding time that will save us a hundredth of a second in one out of 300 server steps?
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On the same discord, they say it doesn't really worth it for little string (not long, not a lot of variables).
We need to think about code clarity to.

But good to know for new code.

It worth it for long strings with lots of steps/variable.

On the same discord, they say it doesn't really worth it for little string (not long, not a lot of variables). We need to think about code clarity to. But good to know for new code. It worth it for long strings with lots of steps/variable.
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Based on experience, I'd say the length is generally unimportant. It's how often it's called.
"foo".."bar" may be shorter than "foo".."bar".."baz".."frob".."frotz"..grok[3] but if the former is in the center of a loop that runs 1,000 times per second and the latter runs once at startup, then it's vital to fix the shorter one, and not important to fix the longer one at all.

Based on experience, I'd say the length is generally unimportant. It's how often it's called. `"foo".."bar"` may be shorter than `"foo".."bar".."baz".."frob".."frotz"..grok[3]` but if the former is in the center of a loop that runs 1,000 times per second and the latter runs once at startup, then it's vital to fix the shorter one, and not important to fix the longer one at all.
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what do you think of that hand button ?

Also, I still find it weird that we can go back to hand when right clicking on a tool... I feel like we should only have the tool here, and have to close, and open inventory formspec to get the hand back

what do you think of that hand button ? Also, I still find it weird that we can go back to hand when right clicking on a tool... I feel like we should only have the tool here, and have to close, and open inventory formspec to get the hand back
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I don't like how it has a black background, feels out of place, nice design on the hand tho. Make sure to add a 3rd crafting slot if you're splitting them like that - as that third slot is used for clickable crafting stations

I don't like how it has a black background, feels out of place, nice design on the hand tho. Make sure to add a 3rd crafting slot if you're splitting them like that - as that third slot is used for clickable crafting stations
Mantar closed this pull request 2024年10月17日 21:35:50 +02:00

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