Whew - I love feedback but that is a lot in one big dose. =]
I'm not sure what to do with some things whether it's useful or annoying. Please, share thoughts on them:
Combat tab:
The combat tab is a mess, but I have it 1/2 done already in terms of sorting things in a reasonable manner. I keep tweaking on it but there is a lot there.
As for coloring equipment so they make sense, I'm torn. They break the pattern I've followed elsewhere but they at least already have color differences established. So far I have not changed the color of any icon that doesn't have a place-able item associated with it that I needed to make match. Would power bars on equipment be enough or should I actually fiddle with the icon itself? Note - I don't love the bold color changes that qumojo makes (on the turrets specifically) so even if I end up changing the colors, it would be ... less.
As for replacing icons wholesale with different GFX entirely, I have zero ability there. I really liked
https://mods.factorio.com/mod/bobmods_gfxtweak but it may be dead, I'd got permission in the past to use them so might still.
I dunno, feels odd.
Bob's Fluid:
That's an excellent suggestion. Now that I have a plan with conditional sorting and have finished most of the GFX changes I needed to do, I'll probably do exactly that.
Bob's Intermediate, Materials and Intermediate products:
Yes, these tabs are similar and partially empty and that annoys me but I'm not sure how much I want to change them. The barrels and canisters moving to fluid control makes sense and will probably be done.
The wires and stuff moved to smelting is a maybe. Angel already moved copper wire and I find it awkward. The smelted wires make sense in smelting but I always expect the handcraftable/assembly machine wire to be with the electronics bits. I haven't made any changes there at all because both make sense to me and I cannot decide.
As for the remaining bits, they would make some sense in petrochem/water treatment but I can see myself searching forever trying to find them there. I might move a few where they clearly should be (calcium chloride) but then just consolidate what's left of bob's materials into intermediates so what people remember being grouped together stays together rather than split into 4 different tabs.
Xtra bits:
Most of the other bits are changes I missed and have added to my plans (seen below) but I'll take a look at adding support for "flow control".
The AAII vehicles are something else I'll look into. It's more of AAII stuff being stuck in my train stuff line than train stuff being stuck in AAI vehicles, but I can probably move AAI's stuff. With tanks and cars makes sense to me. Yes?
Feedback is nice, I may not agree and thus ignore suggestions .. but knowing what others think is world's better than working in a vaccuum. More please!
Changes for next ShinyIcon update
- deal with new bob's items (arty wagons, new chests, new logi chests, underflow valve)
- deal with the buffer warehouses for warehousing
- fix the sort order of logistic chests ( that's a mistake from forever ago that I never noticed, thanks)
- probably split warehouses and chests into separate lines. I think there are already 12 things there if you have the right mod set.
- add some conditionals so Angel's silos/warehouses and petro trains go somewhere that makes sense when Angel's logistics tab doesn't exist.
- maybe - combat tab overhaul. ( I have it 1/2 done but I keep making tweaks because I don't love how it looks )
Changes for next ShinyBobGFX
- add power bars to things that are clearly missing it. (Arty turret/wagon)
- possibly add power bars and recolor some equipment items. (Maybe)
- possibly add new combat tab icon GFX (also maybe, possibly, not sure, indecision)
Changes for next ShinyAngelGFX
- adding ore powderizer - it's a rough one to color AND has low and high res so I left it last.