Friday Facts #426 - Resource search & Assembler GUI improvements
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Neat. I just wished I could change from x s crafting time to x items / s. The current display breaks my brain.
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Search for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
but..
WHAT IS THAT?
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Tungsten Carbide maybeTheoMarque wrote: βFri Aug 30, 2024 11:09 amSearch for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
08-30-2024, 13-09-26.png
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
And this time it is my mod ascended, more QoL for all!
Guess I'll have to find a new thing to work on...
Also, can we maybe get Rate Calculator functionality for multiple machines as well? It's a really big QoL for me!
Guess I'll have to find a new thing to work on...
Also, can we maybe get Rate Calculator functionality for multiple machines as well? It's a really big QoL for me!
Last edited by DarkShadow44 on Fri Aug 30, 2024 11:20 am, edited 2 times in total.
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
I do like the resource search function, and the pin function. There is one use case that I'm relying on, where I have a pin in my resources, all of them, with the INITIAL resource value. So now, when I mouse over a resource patch, it lists the current amount, and I can see the max amount it used to be and make decisions based on that.
Would it be possible to have the automated pin add a max value at the end? Something like "Copper Ore 125K/324K" or similar? Maybe have this as a toggleable setting for anyone who doesn't want to see max values?
Thank you!
Would it be possible to have the automated pin add a max value at the end? Something like "Copper Ore 125K/324K" or similar? Maybe have this as a toggleable setting for anyone who doesn't want to see max values?
Thank you!
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
So another couple of mods are biting the dust, neat
I like all the sideinformation like:
One question:
This shows quality -8%, I guess that is from the speed beacons, but what does it do?
Is it that if I put quality ingredients in and want to build something with high quality there is a chance if the quality dropping?
I like all the sideinformation like:
- Confirmation that the Biochamber uses nutrients as a fuel
- Stack size of LDS has been increased
- LDS can be casted now
One question:
This shows quality -8%, I guess that is from the speed beacons, but what does it do?
Is it that if I put quality ingredients in and want to build something with high quality there is a chance if the quality dropping?
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
I believe that's the updated skin for the carbon you get from asteroids.TheoMarque wrote: βFri Aug 30, 2024 11:09 amSearch for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
08-30-2024, 13-09-26.png
On another note: Yummy Value? Really? Is there a competition within Wube to see whether someone can get more name related complaints than quality generated or something?
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Huh, you've added "Icon + Name" format for the ore patch tags. Could you make similar one to the blueprint templates so I can name my train stop "<Item Icon> <Item Name> / Unload" ?
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
A key difference I noticed between your mod and the latest feature is that your mod seems to account for oil (/liquids), but the FFF does not seem to have that feature.DarkShadow44 wrote: βFri Aug 30, 2024 11:12 amAnd this time it is my mod ascended, more QoL for all!
Guess I'll have to find a new thing to work on...
Last edited by Akontio on Fri Aug 30, 2024 11:45 am, edited 1 time in total.
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
"Yummy value" - I hope that is the final name
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
I am very concerned with this tooltip in particular.
In the past Tooltips have been shown under the Map on the top right, but here the tooltip covers the bottom right of whatever the cursor hovers over, making it absolutely painful to deal with in situations like combat, and also when dealing with in-factory things in general because of obscuring your near-cursor view (wherever your cursor happens to be resting), as opposed to the much more predictable under-the-map tooltip.
I hope there is a toggle for this sort of thing in the options, or at the very least a few seconds of holding your cursor still before the tooltip pops up.
In the past Tooltips have been shown under the Map on the top right, but here the tooltip covers the bottom right of whatever the cursor hovers over, making it absolutely painful to deal with in situations like combat, and also when dealing with in-factory things in general because of obscuring your near-cursor view (wherever your cursor happens to be resting), as opposed to the much more predictable under-the-map tooltip.
I hope there is a toggle for this sort of thing in the options, or at the very least a few seconds of holding your cursor still before the tooltip pops up.
Last edited by GregoriusT on Fri Aug 30, 2024 11:24 am, edited 1 time in total.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
The resource search also finds oil
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
The Map view where train tracks go diagonal thru the wall makes me wonder whether rail gates will work on diagonal or curved tracks now.
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Naming things is hard, it's also pretty funnygnutrino wrote: βFri Aug 30, 2024 11:19 amI believe that's the updated skin for the carbon you get from asteroids.TheoMarque wrote: βFri Aug 30, 2024 11:09 amSearch for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
08-30-2024, 13-09-26.png
On another note: Yummy Value? Really? Is there a competition within Wube to see whether someone can get more name related complaints than quality generated or something?
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
This is already an existing option in the currently released Factorio, called "Entity tooltip on the side"GregoriusT wrote: βFri Aug 30, 2024 11:23 amI hope there is a toggle for this sort of thing in the options
For example (my screenshot doesn't show the actual cursor).
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Terrahertz wrote: βFri Aug 30, 2024 11:17 amThis shows quality -8%, I guess that is from the speed beacons, but what does it do?
Is it that if I put quality ingredients in and want to build something with high quality there is a chance if the quality dropping?
from https://factorio.com/blog/post/fff-375It is also notable that we created a quality penalty on speed modules, because haste makes waste, and we wanted to reduce the number of places where beacons full of speed modules is the best way to go.
I using Google translation. my english is bad
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
I remembered that one, but I was wondering what a negative value would do.mill_yama wrote: βFri Aug 30, 2024 11:38 amTerrahertz wrote: βFri Aug 30, 2024 11:17 amThis shows quality -8%, I guess that is from the speed beacons, but what does it do?
Is it that if I put quality ingredients in and want to build something with high quality there is a chance if the quality dropping?
from https://factorio.com/blog/post/fff-375It is also notable that we created a quality penalty on speed modules, because haste makes waste, and we wanted to reduce the number of places where beacons full of speed modules is the best way to go.
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Ah, did not know that setting, thanks for telling me it was just a custom option of whoever took that screenshot ^^Stringweasel wrote: βFri Aug 30, 2024 11:32 amThis is already an existing option in the currently released Factorio, called "Entity tooltip on the side"GregoriusT wrote: βFri Aug 30, 2024 11:23 amI hope there is a toggle for this sort of thing in the options
For example (my screenshot doesn't show the actual cursor).
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
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Re: Friday Facts #426 - Resource search & Assembler GUI improvements
Nice QoL additions.
One suggestion: add a distance indicator from the ore patch to the nearest player's structure (not counting walls and landmines) or to the spawn point. It will be convenient to assess which new field is easier/better to get to.
P.S. Why the (underground) belts and splitters are still facing opposite directions? My inner perfectionist is outraged. Flip splitters.
One suggestion: add a distance indicator from the ore patch to the nearest player's structure (not counting walls and landmines) or to the spawn point. It will be convenient to assess which new field is easier/better to get to.
P.S. Why the (underground) belts and splitters are still facing opposite directions? My inner perfectionist is outraged. Flip splitters.