[0.16.26] Player Inventory Filter In Campaign First Steps

Bugs that are actually features.
Post Reply
Immun
Inserter
Inserter
Posts: 24
Joined: Mon Apr 24, 2017 7:24 pm
Contact:

[0.16.26] Player Inventory Filter In Campaign First Steps

Post by Immun »

the player inventory filter in the campaign "first steps" at the beginning is missing the "category view". guess is because there are no "categories" introduced for crafting items at this point in the game.
27-02-2018 02-44-30.jpg
27-02-2018 02-44-30.jpg (273.04 KiB) Viewed 2484 times

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Post by kovarex »

Yes, but I don't see how it is a bug.

Immun
Inserter
Inserter
Posts: 24
Joined: Mon Apr 24, 2017 7:24 pm
Contact:

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Post by Immun »

ok, not really a bug but looks strange (at least to me) if the filters are looking different on different places in the game

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Post by kovarex »

The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.

Immun
Inserter
Inserter
Posts: 24
Joined: Mon Apr 24, 2017 7:24 pm
Contact:

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Post by Immun »

thanks for the answer and of course happy to hear if all is consistent and not a bug at all :)

Jap2.0
Smart Inserter
Smart Inserter
Posts: 2339
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Post by Jap2.0 »

kovarex wrote:The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.
Could you make it so that you can only filter to items that are available to you in that scenerio, or would that cause issues with how it's set up/console commands etc.?
There are 10 types of people: those who get this joke and those who don't.

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Post by kovarex »

Jap2.0 wrote:
kovarex wrote:The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.
Could you make it so that you can only filter to items that are available to you in that scenerio, or would that cause issues with how it's set up/console commands etc.?
It is not that easy, since not all items can be crafted or unlocked (ores for example). And you might want to have filters prepared even before it is available.

Jap2.0
Smart Inserter
Smart Inserter
Posts: 2339
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: [0.16.26] Player Inventory Filter In Campaign First Steps

Post by Jap2.0 »

kovarex wrote:
Jap2.0 wrote:
kovarex wrote:The option to turn on/off the crafting categories are affecting all the places where recipe/item/signal is selected, and it is done by that way on purpose.

The settings is forced specifically in the first 2 missions of the campaigns to avoid having categories for the very few items in the crafting.
The fact that filters don't have categories as well is kind of an side-effect, but it is consistent with the way game works.
Could you make it so that you can only filter to items that are available to you in that scenerio, or would that cause issues with how it's set up/console commands etc.?
It is not that easy, since not all items can be crafted or unlocked (ores for example). And you might want to have filters prepared even before it is available.
I meant specifically for the campaign, where there's a small list of things it is possible for you to get, but I suppose that it probably wouldn't be worth it because it works fine as is anyway, people playing the early levels of the tutorial probably don't know or need filters, and custom campaigns/mods/console commands could cause some issues.
There are 10 types of people: those who get this joke and those who don't.

Post Reply

Return to “Not a bug”