Friday Facts #405 - Whole belt reader, New logistics GUI
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
That's actually good design. Vertical vision is good when searching for details (e.g. item lists) and horizontal is better when peripheral vision is needed (e.g. map).
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Handling logistics from the map is super nice. Only thing I'd want changed is I'd like to have the networks grouped by for each planet/surface and probably need a separate section for players/spiders.
Also, since we are talking about the map I've always wanted the the ability to search the map for a specific item and have it highlighted. For example search for radars and have them show up. The overlay you did for the roboports is exactly how I was imagining it would look. I sometimes use specifically configured deconstruction planners to figure out where specific buildings are (or dropped items).
Also, since we are talking about the map I've always wanted the the ability to search the map for a specific item and have it highlighted. For example search for radars and have them show up. The overlay you did for the roboports is exactly how I was imagining it would look. I sometimes use specifically configured deconstruction planners to figure out where specific buildings are (or dropped items).
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I like the current iteration of the new logistics UI, however I was kind of hoping the option to see where items are stored would remain. An example of this is the repair packs seen in roboports, I think this could be particularly useful when checking if a defense wall is stocked up up on enough ammo and repair packs. Whether this would be done through another list of small remote views like in previous iterations or through placing temporary markers on the regular remote view, I don't know. (Also, will we still be able to press L like previously? It's become muscle memory hahaha)
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
You mean like in FFF #400?
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I would like that as well.DavidBadura wrote: ↑Fri Apr 05, 2024 1:11 pmAbout "Integration with Remote view":
Can we please have the same for trains too? I don't find the view with the 100 small maps for each train very helpful in getting an idea of where the trains are. Sometimes I don't even recognize the place I then have to click on the map and then zoom out to find out where the train is.
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I would like to have in the game an option of a more advanced interaction between a logistic network and the player or spidertron logistics it interacts with. To be able to set specific logistic networks to only provide items, only take items, or do both to the player or spidertrons that it is interacting with.
And then make an army of trading spidertrons.....
And then make an army of trading spidertrons.....
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I dont know why i thought of this but if we have so many things that can be controlled via circuitry, why not also make a condition on the belt that let you turn it 90 degrees clockwise/anticlockwise.
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
why in the 4th iteration there are inserters in the member list?
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
>2000hrs and also didn't know 'L' existed
I feel that the list of networks seems unnecessary now that you can click on them in the map.
I'd remove the list of networks and dock the items on the right hand side like they currently show up when you hover over a roboport. I do like that you can scroll the items, because it can get super long.
If you do keep the list of networks, then there should be a way to name (including custom icons) like you do with a train station.
How does selection work when there's overlap, eg spidertron sitting inside another network?
I feel that the list of networks seems unnecessary now that you can click on them in the map.
I'd remove the list of networks and dock the items on the right hand side like they currently show up when you hover over a roboport. I do like that you can scroll the items, because it can get super long.
If you do keep the list of networks, then there should be a way to name (including custom icons) like you do with a train station.
How does selection work when there's overlap, eg spidertron sitting inside another network?
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Will it be possible to assign a roboport to a specific network? Sometimes it's hard to ensure different networks do not accidentally merge into a one lage network.
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Unpopular opinion. I hope that the DLC is not just 95% QOL changes. Like don't get me wrong there great to have more QOL and it to be a forethought in the DLC I was just hoping it would account for 5% of the DLC and 95% would be net new content.
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I could be wrong, but I'm fairly sure that most all of the QoL content is 2.0, not the Expansion (what you're calling DLC).
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Love it! All of it.
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Do you plan to release 2.0 at the same time as the Expansion? It might be worth to space the releases out by a few weeks or months
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
A request ,
I see that you are considering some problem which is some what niche to me. If you are fixing those , you should fix this too.
Please enable Ctrl+y (redo).
when i am undoing a few steps in front of my eyes in the screen, all of sudden i am undoing somewhere else in the map and only god knows where. you would known this problem already.
please fix it, by introducing redo or some thing else.
I see that you are considering some problem which is some what niche to me. If you are fixing those , you should fix this too.
Please enable Ctrl+y (redo).
when i am undoing a few steps in front of my eyes in the screen, all of sudden i am undoing somewhere else in the map and only god knows where. you would known this problem already.
please fix it, by introducing redo or some thing else.
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I will get nightmaresSushi pipes anyone?
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I like the changes with Xternminator that it would be good to see item locations. What I think would be a good option to not overload the screen is to use your last iteraction and once you hover/click on item on right sidebar it shows item locations on the map as dots/short numbers. It'll show only one map, but will allow you to see Network lines and item locations.
Another thing I guess would be good see summary across all networks
Another thing I guess would be good see summary across all networks
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Already done.varundevan wrote: ↑Sat Apr 06, 2024 9:19 amI see that you are considering some problem which is some what niche to me. If you are fixing those , you should fix this too.
Please enable Ctrl+y (redo).
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Re: Friday Facts #405 - Whole belt reader, New logistics GUI
It would also aid in finding items that got stored by bots but you do not want a dedicated storage ben for. Like armor attachments for different roles (attack, build) On that note what about being able to select more then 1 item to be filtered in a logistic storage chest.svalorzen wrote: ↑Fri Apr 05, 2024 11:19 amPerhaps you could still add the option that if one clicks on a specific item (or member), the minimap will add icons of where that item is stored/located? So you can re-add the functionality of showing where things are, but it is less obtrusive as you do not need all the different minimaps, and you can toggle things individually.