Friday Facts #280 - Visual Feedback is the king
Re: Friday Facts #280 - Visual Feedback is the king
Nice!
How about merging the toolbar with the "shortcut/quickbar" and simply giving the player the ability to put the buttons anywhere he wants? The shortcut bar doesn't have to be just for items.
Or is that something you will do?
How about merging the toolbar with the "shortcut/quickbar" and simply giving the player the ability to put the buttons anywhere he wants? The shortcut bar doesn't have to be just for items.
Or is that something you will do?
Last edited by Gergely on Fri Feb 01, 2019 5:40 pm, edited 4 times in total.
Re: Friday Facts #280 - Visual Feedback is the king
Toggle Personal Roboport....
I love you.
I love you.
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Re: Friday Facts #280 - Visual Feedback is the king
What is the use case for waypoints? I've never felt like I needed to build one.
Re: Friday Facts #280 - Visual Feedback is the king
Wow. Everything looks great. Love the train info about where it is going and love the toolbar and blueprint integration.
Re: Friday Facts #280 - Visual Feedback is the king
Looks very nice. Why is the check-mark for New Blueprint greyed out in the tool-select GUI? Is that tool always in the toolbar or something?
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Re: Friday Facts #280 - Visual Feedback is the king
I like the idea of the AND/OR visualization, but it's still are confusing. These are binary operators that exist between conditions, not on the same line as each.
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Re: Friday Facts #280 - Visual Feedback is the king
All of this looks amazing. I just have one small suggestion:
I think that using the same icon for "missing" and "disabled" stations is needlessly vague. Couldn't a missing station be represented instead with a question mark? Having the info behind a tooltip seems somewhat out of the way.
I think that using the same icon for "missing" and "disabled" stations is needlessly vague. Couldn't a missing station be represented instead with a question mark? Having the info behind a tooltip seems somewhat out of the way.
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Re: Friday Facts #280 - Visual Feedback is the king
Another amazing FFF! Once this game is released it needs to get an award for 'best ui of all time'
Re: Friday Facts #280 - Visual Feedback is the king
These are fantastic additions for factories with lots of trains!
Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory)
Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory)
Last edited by Stefa168 on Fri Feb 01, 2019 5:51 pm, edited 1 time in total.
Re: Friday Facts #280 - Visual Feedback is the king
Will there be also a toggle night vision option?
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Re: Friday Facts #280 - Visual Feedback is the king
I have never seen any other dev(s) that are this dedicated to user experience.
Bravo I say, bravo
Bravo I say, bravo
1 more YouTube vid before bed *starts 24hr long vid*
Re: Friday Facts #280 - Visual Feedback is the king
So.
It is February.
You said that in February we would get the date for 0.17.
So when can we expect 0.17? Please?
It is February.
You said that in February we would get the date for 0.17.
So when can we expect 0.17? Please?
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Re: Friday Facts #280 - Visual Feedback is the king
Last-ditch request: "Toggle personal roboport" and maybe even "Toggle exoskeleton" would be much improved if they were also sliders (and maybe a text input for precision) between 0% and 100% of range & speed (respectively).
This would allow significant improvements to personal robot efficiency without much extra complexity!
Edit: Actually, if it were acceleration instead of speed for the exos, you could get this behavior as well: https://mods.factorio.com/mod/ProgressiveRunning
Great improvements on everything though. Looking forward to $nextUpdate as always.
This would allow significant improvements to personal robot efficiency without much extra complexity!
Edit: Actually, if it were acceleration instead of speed for the exos, you could get this behavior as well: https://mods.factorio.com/mod/ProgressiveRunning
Great improvements on everything though. Looking forward to $nextUpdate as always.
Last edited by IronCartographer on Fri Feb 01, 2019 5:54 pm, edited 3 times in total.
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Re: Friday Facts #280 - Visual Feedback is the king
The Monday or Tuesday after the Friday when an FFF says "next week."
And that will happen "when it's ready." The longer that takes, the better the release will be, because it means they spent more time packing in improvements.
Patience.
Re: Friday Facts #280 - Visual Feedback is the king
I'm curious about trains - Previously, when a series of stations were disabled and one station was not reachable, the train would simply stop in the middle of the tracks, looking for a path. Will that still be the case with the 'Waypoint' behaviour of trains currently?
Re: Friday Facts #280 - Visual Feedback is the king
0.17 will be released in 2019.
This looks great! I love the ability to toggle the roboport.
Allowing us to make waypoints makes many of my stations more efficient, which is awesome!
My mods: Red Alert Harvesters - Clean Pipes - Filtered Splitters
Re: Friday Facts #280 - Visual Feedback is the king
Nice to see that some feedback from last fff got implemented, although i suspect it was already half way done, when that fff came out
Re: Friday Facts #280 - Visual Feedback is the king
Toggle exoskeleton. Awesome! but... all of them? Maybe like 3 of 6?