Friday Facts #338 - The (real) Character GUI

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Twinsen
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Re: Friday Facts #338 - The (real) Character GUI

Post by Twinsen »

Shingen wrote:
Fri Mar 13, 2020 2:32 pm
as silly as it may sound, is it possible to make accidentally clicking the bar in between 2 items to work as clicking the closer item?
That's how it works now.

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Deadlock989
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Re: Friday Facts #338 - The (real) Character GUI

Post by Deadlock989 »

Twinsen wrote:
Fri Mar 13, 2020 2:58 pm
It should handle mods fine. When more than 6 tabs are present, the style changes to "button tabs" and it shows 6 item groups per row.
Is this switching-to-button-tabs thing itself available to mods, or do we have to recreate it? I have a mod which mocks the style already. It can cope well with up to 7 groups (random fact: 420 is perfectly divisible by 2, 3, 4, 5, 6 and 7) but starts to break after that:
gui

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Re: Friday Facts #338 - The (real) Character GUI

Post by Shingen »

gGeorg wrote:
Fri Mar 13, 2020 2:57 pm
Why there is separate Thrash only area on logisitic tab?

For logistic slot, You can set number of request items 0, and number of max to 0 then you just created the auto-thrash slot. its ok.


Perhaps you can make UI even more clean, combine thrash with logistic.
Perhaps add a thrash bin icon next to +/- button. So when you drop an item from inventory on the thrash icon it add "logistc slot" with red color values. e.g. moves items to the logists area.
Maby add sorting so thrash will be sorted as last.
Such dynamic thrash UI would me more clean than dedicated reserved area.
"Thrash" are the kind-of-inventory slots from which logistic bots take items away.
You can add items there manually, or they'll get automatically moved there automatically if they exceed the maximum/"auto-thrash" number set in the logistic grid.
It's the same thing that exists in the game now.
Twinsen wrote:
Fri Mar 13, 2020 3:00 pm
Shingen wrote:
Fri Mar 13, 2020 2:32 pm
as silly as it may sound, is it possible to make accidentally clicking the bar in between 2 items to work as clicking the closer item?
That's how it works now.
xoxo
Last edited by Shingen on Fri Mar 13, 2020 3:40 pm, edited 1 time in total.

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Re: Friday Facts #338 - The (real) Character GUI

Post by R3vo »

Looking great!

It would be nice if there was an option to export/import logistics. Similar to how blueprints work.

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Re: Friday Facts #338 - The (real) Character GUI

Post by <NO_NAME> »

I love you platonically.
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!

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AK90
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Re: Friday Facts #338 - The (real) Character GUI

Post by AK90 »

I cant wait for the new GUI. It look freaking EPIC!
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Re: Friday Facts #338 - The (real) Character GUI

Post by netmand »

Personal logistics is going to get a lot better for me! Thank you for these updates.

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Re: Friday Facts #338 - The (real) Character GUI

Post by DRY411S »

Twinsen wrote:
Fri Mar 13, 2020 2:58 pm
DRY411S wrote:
Fri Mar 13, 2020 1:44 pm
My immediate thought is how the GUI will look when mods add a load of new item-groups for crafting? Will it upset the symmetry/balance?
It should handle mods fine. When more than 6 tabs are present, the style changes to "button tabs" and it shows 6 item groups per row.
Thanks for confirming. Will we need to provide new icons for the buttons?

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Re: Friday Facts #338 - The (real) Character GUI

Post by Llama »

No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words?

I know you got the Spidertrons hidden away back there

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Re: Friday Facts #338 - The (real) Character GUI

Post by MassiveDynamic »

...blue science...
Even Twinsen calls it that.

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Re: Friday Facts #338 - The (real) Character GUI

Post by invisus »

GluAp wrote:
Fri Mar 13, 2020 2:47 pm
But still I'm missing a temporary request feature.
There's a mod for that.

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Re: Friday Facts #338 - The (real) Character GUI

Post by posila »

Llama wrote:
Fri Mar 13, 2020 5:35 pm
No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words?

I know you got the Spidertrons hidden away back there
No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek:

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Re: Friday Facts #338 - The (real) Character GUI

Post by Optera »

Logistics and auto trash are now merged into 1 panel. Using a double slider you can set an interval. If you have less than the first value, robots will bring more, if you have more than the second value, extra items will be auto-trashed and taken away by the robots.
Thank you.
Finally all the comfort from Auto Trash and Trash Sync out of the box and integrated nicely into the gui.

luc
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Re: Friday Facts #338 - The (real) Character GUI

Post by luc »

First thing I thought of when seeing the character tabs: the tabs hide all the features behind extra clicks.

If I just quickly want to grab ammo from my gun to put in a gun turret (when attacking in very early game), do I have to open the inventory and click to the character tab before being able to do that, or is there a shortcut? E.g. E for crafting, H for character, Y for logistics; or within the crafting dialog maybe you can press some button to go to tab 1/2/3.
posila wrote:
Fri Mar 13, 2020 6:27 pm
Llama wrote:
Fri Mar 13, 2020 5:35 pm
No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words?

I know you got the Spidertrons hidden away back there
No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek:
Whenever I think of the 1.0 release date, I wonder whether it will come with Spidertron or if it will forever be a disappointment. Sound like it will be the latter :(
Last edited by luc on Fri Mar 13, 2020 7:17 pm, edited 1 time in total.

conn11
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Re: Friday Facts #338 - The (real) Character GUI

Post by conn11 »

posila wrote:
Fri Mar 13, 2020 6:27 pm
Llama wrote:
Fri Mar 13, 2020 5:35 pm
No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words?

I know you got the Spidertrons hidden away back there
No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek:
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Oktokolo
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Re: Friday Facts #338 - The (real) Character GUI

Post by Oktokolo »

posila wrote:
Fri Mar 13, 2020 6:27 pm
Llama wrote:
Fri Mar 13, 2020 5:35 pm
No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words?

I know you got the Spidertrons hidden away back there
No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek:
Having it be delayed after 1.0 isn't optimal. But it surely does not make 1.0 "overwhelmingly disappointing". I am sure, players can wait a little longer until it is well polished. No pressure.

valneq
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Re: Friday Facts #338 - The (real) Character GUI

Post by valneq »

Why on earth do people want that spidertron? I am happy with car, trains, and tank as they are now. There really is hardly a use case for a spidertron in vanilla. If people really want such a thing – make it a mod.

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Re: Friday Facts #338 - The (real) Character GUI

Post by Antyradek »

Damn, I really wished for some infinite upgrades for trash slots and for requester slots.
Soon Factorio will become too easy!

luc
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Re: Friday Facts #338 - The (real) Character GUI

Post by luc »

Oktokolo wrote:
Fri Mar 13, 2020 7:22 pm
Having it be delayed after 1.0 isn't optimal. But it surely does not make 1.0 "overwhelmingly disappointing". I am sure, players can wait a little longer until it is well polished. No pressure.
Of course, but the point of a 1.0 version is that it is feature-complete. If it's not in 1.0, it'll probably just never come, and therefore be disappointing.

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Re: Friday Facts #338 - The (real) Character GUI

Post by Oktokolo »

valneq wrote:
Fri Mar 13, 2020 7:25 pm
Why on earth do people want that spidertron? I am happy with car, trains, and tank as they are now. There really is hardly a use case for a spidertron in vanilla. If people really want such a thing – make it a mod.
Making a vehicle that can move where spidertron can move is easy. Making its movement animation look right depending on terrain is the hard part.
Capability-wise, Spiedertron is just a tank with almost instant acceleration/deceleration wich does not collide with most things (including shallow water).
But making that inserter legs look right like in the video in FFF #120... I doubt, that that is modable in a performant way. Look at the legs and how they intuitively go to the places where you would expect them to go. That has to be done by the engine or you have to do complex scripting on tick.
That is, why there is no spidertron mod while helicopter and airplane mods actually do exist.

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