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Re: Friday Facts #174 - Mod gui

Posted: Tue Jan 24, 2017 6:58 pm
by Selvek
justarandomgeek wrote:
Cabanur wrote:Having the full RGB space to color is great, but if I'm honest it's a bit cumbersome to get the exact same numbers when i want the same color on two trains with different routes (i color them by cargo type, not by route).

How about a selection of colors (16, maybe 32) with a button for "custom color" with the current GUI?
Or at least the colors we have signals for!
Seconded. My suggestion would be to have a pallet of standard colors, plus the ability to add custom colors to that pallet so that you can easily reuse your favorite ones.

Also, IMO color selection is more intuitive with an HSV slider rather than an RGB slider.

Re: Friday Facts #174 - Mod gui

Posted: Tue Jan 24, 2017 7:00 pm
by Sigma1
I would love it if you made the gui elements more open so for example mods could add or remove weapon slots and things like that.

Re: Friday Facts #174 - Mod gui

Posted: Wed Jan 25, 2017 4:17 pm
by bobingabout
Sigma1 wrote:I would love it if you made the gui elements more open so for example mods could add or remove weapon slots and things like that.
Yes, that would be useful.

Re: Friday Facts #174 - Mod gui

Posted: Wed Jan 25, 2017 9:13 pm
by Strategic Sage
Agreed. Changing the quickbar size instead of just adding more would also be beneficial along that line.

Re: Friday Facts #174 - Mod gui

Posted: Wed Jan 25, 2017 10:07 pm
by R3vo
Any chance we could get some default colour templates for locomotives and train stations? I am thinking about some basic colours for iron, copper, coal, oil, uranium?

Re: Friday Facts #174 - Mod gui

Posted: Thu Jan 26, 2017 12:43 pm
by mrvn
Or trains if there are more than one.

Re: Friday Facts #174 - Mod gui

Posted: Thu Jan 26, 2017 4:56 pm
by bobingabout
Rseding91 wrote:
bobingabout wrote:good to know.

is this in 0.14, or do I have to wait for 0.15 to use it?
It's in 0.14.

Additionally I expanded it to include support for scaling and shifting for 0.15 essentially allowing masks for icons.
So... 0.14 allows you to specify an array of icons, which can hold a tint, which are overlayed on top of each other.

0.15 adds x, y, width, height and scale to allow you to use a sprite sheets for icons, like we do now with most other sprites?

Re: Friday Facts #174 - Mod gui

Posted: Thu Jan 26, 2017 7:24 pm
by Rseding91
bobingabout wrote:
Rseding91 wrote:
bobingabout wrote:good to know.

is this in 0.14, or do I have to wait for 0.15 to use it?
It's in 0.14.

Additionally I expanded it to include support for scaling and shifting for 0.15 essentially allowing masks for icons.
So... 0.14 allows you to specify an array of icons, which can hold a tint, which are overlayed on top of each other.

0.15 adds x, y, width, height and scale to allow you to use a sprite sheets for icons, like we do now with most other sprites?
It adds scale and shift. I might add the rest of the properties.. I'll have to see if there's a reason I didn't do so.

Re: Friday Facts #174 - Mod gui

Posted: Fri Jan 27, 2017 12:36 pm
by pawel.dawidowski
R3vo wrote:Any chance we could get some default colour templates for locomotives and train stations? I am thinking about some basic colours for iron, copper, coal, oil, uranium?
What would be really cool is to have a simple checkbox that automatically assign a locomotive color depending on its cargo. Then just by seeing the train you actually know or suspect whats its content.

Re: Friday Facts #174 - Mod gui

Posted: Fri Jan 27, 2017 12:48 pm
by yousai
pawel.dawidowski wrote:What would be really cool is to have a simple checkbox that automatically assign a locomotive color depending on its cargo. Then just by seeing the train you actually know or suspect whats its content.
Well you know, we have this Alt-View thing...

Re: Friday Facts #174 - Mod gui

Posted: Tue Feb 07, 2017 3:58 pm
by Saint
If i mod my GUI, can i play on a vanila server ? Or do any mod direct blocking that i can play on a vanila server?

Re: Friday Facts #174 - Mod gui

Posted: Tue Feb 07, 2017 4:43 pm
by Neemys
Saint wrote:If i mod my GUI, can i play on a vanila server ? Or do any mod direct blocking that i can play on a vanila server?
Server and client must have the same mod with the same configuration. So your gui modded must be on the server as well.

Re: Friday Facts #174 - Mod gui

Posted: Tue Feb 07, 2017 9:43 pm
by Saint
i know it but i hoped that it give any option ;)

i take a screenshot why i will mod my gui. If you look in the right bottom corner you see that only 1/3 of all items listed. in my big storage to much items to see the full item list

@Dev`s is it possible to make any changes that we can see all items ? i cann only see the first ~ 60 items from ~160

maybe add a button on the minimap to minimize it, or something like this.

Re: Friday Facts #174 - Mod gui

Posted: Wed Feb 08, 2017 11:23 am
by driver
Just looking on the screenshot above: Research could be a clickable button and there's no real need to have a button for achievements on the screen (could be somewhere else under options).
The right frame could be static and nontransparent. The inventory and quickbar could be larger if you scale up the gui.

Re: Friday Facts #174 - Mod gui

Posted: Wed Feb 08, 2017 1:08 pm
by Zeblote
Saint wrote:i take a screenshot why i will mod my gui.
I think you're misunderstanding what this is about. You still can't modify any of the default guis, it's just about making all the custom guis have a consistent style.

Re: Friday Facts #174 - Mod gui

Posted: Wed Feb 08, 2017 2:22 pm
by y.petremann
If you want, there is this mod that automaticaly hide minimap when looking at logistic chest
https://mods.factorio.com/mods/daniel34 ... p-autohide

Re: Friday Facts #174 - Mod gui

Posted: Wed Feb 08, 2017 7:16 pm
by Saint
driver wrote:Just looking on the screenshot above: Research could be a clickable button and there's no real need to have a button for achievements on the screen (could be somewhere else under options).
The right frame could be static and nontransparent. The inventory and quickbar could be larger if you scale up the gui.
the achievment button is ok but the tech could be in the same row as the other buttons, thats save 1 line as example
Zeblote wrote:
Saint wrote:i take a screenshot why i will mod my gui.
I think you're misunderstanding what this is about. You still can't modify any of the default guis, it's just about making all the custom guis have a consistent style.
no i have understand this part ^^ but you can create a new windows with all items, but mod is no option, because i play only vanilla server.
y.petremann wrote:If you want, there is this mod that automaticaly hide minimap when looking at logistic chest
https://mods.factorio.com/mods/daniel34 ... p-autohide
good idea but i want play on all server, with mod is this not possible^^

Re: Friday Facts #174 - Mod gui

Posted: Wed Feb 08, 2017 9:05 pm
by Cabanur
driver wrote:Research could be a clickable button
I think it *should* be. For consistency and ease of use.

Re: Friday Facts #174 - Mod gui

Posted: Wed Feb 08, 2017 9:22 pm
by Klonan
Cabanur wrote:
driver wrote:Research could be a clickable button
I think it *should* be. For consistency and ease of use.
In 0.15 it is :)

Re: Friday Facts #174 - Mod gui

Posted: Wed Feb 08, 2017 10:12 pm
by Saint
@Klonan
is it possible that we get any option to see the full list from the logistic network on a storage chest etc. ? without any mod ^^