Clicked GUIs are not brought to front

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Pi-C
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Clicked GUIs are not brought to front

Post by Pi-C »

If GUIs (modded or vanilla) are overlapping, clicking on a GUI in the background should bring it to the front. This used to work in Factorio 1.1 (just checked with version 1.1.110).
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Rseding91
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Re: Clicked GUIs are not brought to front

Post by Rseding91 »

Thanks for the report however I can not reproduce any issue with this behavior. The prototype explorer GUI uses it extensively when multiple of those windows are open and they seem to have no issues. Can you post a save file and steps to reproduce the issue as you're seeing it?
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Pi-C
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Re: Clicked GUIs are not brought to front

Post by Pi-C »

Rseding91 wrote: Mon Dec 02, 2024 9:04 pm Can you post a save file and steps to reproduce the issue as you're seeing it?
I started a new game without mods. Used SHIFT+CTRL+E to open the prototype browser, then clicked on the first visible link (which was to the prototype of the first custom-input, crash-site-skipped-cutscene; any other would do as well). If the second window completely hides the first one, move the second window around a bit so that it becomes visible. Clicking on the first (lower) window will not bring it to front.

As I couldn't make a save the normal way (I'd have to use the ESC key to get to the main menu, which would close the GUIs), I used

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/c game.autosave()
to create it. But because you couldn't reproduce, I wanted to attach as much info as possibe, and it occurred to me to also attach config/config.ini as that was mentioned right on top.

Well, what should I say? Checking config.ini, I found the line

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bring-window-to-top-on-click=false
. I'm not aware that I've changed that, but I probably did so shortly after updating to Factorio 2.0, using Settings-->The rest – either by a misguided mouse-click or intentionally. Anyway, I had this problem so long that for some reason I considered it to be a minor bug in default behavior and even added code to one of my mods that brings its GUI to the front if any part of it is clicked.

I'm sorry I've wasted your time for something that obviously wasn't a bug but a case of PEBKAC. :oops:
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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