I've just opened one of the mod packs. It contains a bunch of new mods i've never played with before.
Problem: i have no idea how to create certain things, or know what building/ingredients are required to make certain things:
eg: in bobs mod, electrical circuits need ferric solution - how would i make this, in what machine?
i've just found some yuoki unicomp, what can i make with it?
Solution:
a new gui: a static version of the mouse-over inside the player inventory screen (which only shows ultimate descendant materials) which instead shows the item in the middle, and the various recipes which it can be made up from on one side, and the various recipes which it is an ingredient in on the other side. On this screen clicking on anything brings it into the middle, showing another layer of up/downstream crafting.
Perhaps with extra research this screen could show nested layers of I can produce an A from B, which can be made from C, ....
This would also significantly decrease the barrier to entry for new players and they can easly that see you need a to make b, b to make c, c to make d.
This would also highlight production chains and allow people to visualize how some factory production chains should be set up.
If you want to know what recipes you could use those 200 basic boilers in your inventory, or how to make another mk 3 furnace, then you could just mouse over the item and press "r" for recipes. Neither of those pieces of information are trivially available at the moment, so can be a hinderance to learning how things work in more complex situations.
new gui: production tree visualisation
Moderator: ickputzdirwech
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Re: new gui: production tree visualisation
A tech-tree is planned https://forums.factorio.com/forum/vie ... 856#p70856
I think a production tree is then also not so much more difficult...
A good example, how that might look in my opionion is this: https://forums.factorio.com/forum/vie ... =10#p46293
More related stuff:
Tree use research line https://forums.factorio.com/forum/vie ... f=6&t=7156
Forward integration with crafting recipes https://forums.factorio.com/forum/vie ... f=6&t=8946
Usage key https://forums.factorio.com/forum/vie ... f=6&t=8754
I think a production tree is then also not so much more difficult...
A good example, how that might look in my opionion is this: https://forums.factorio.com/forum/vie ... =10#p46293
More related stuff:
Tree use research line https://forums.factorio.com/forum/vie ... f=6&t=7156
Forward integration with crafting recipes https://forums.factorio.com/forum/vie ... f=6&t=8946
Usage key https://forums.factorio.com/forum/vie ... f=6&t=8754
Cool suggestion: Eatable MOUSE-pointers.
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I still like small signatures...
- bobingabout
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Re: new gui: production tree visualisation
Someone actually made a flow chart of how to make a Bob's mod Electronic Circuit. Holy crap!
http://i.imgur.com/TeKp9QX.png
http://i.imgur.com/TeKp9QX.png