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Splitter GUI, clickable graphical priorities

Posted: Tue Dec 01, 2020 11:01 am
by Ikonos
TL;DR
Remake current yellow arrows for priorities in the splitter's GUI as buttons.

splitter_gui.png
splitter_gui.png (122.33 KiB) Viewed 4751 times
What ?
Click an arrow button to set the priority to that side. If it already has the priority, then clears it.
Buttons should be rotated to match the splitter preview.
Current GUI should also be kept.
Why ?
To have a graphical and intuitive way to set priorities.

Re: Splitter GUI, clickable graphical priorities

Posted: Wed Dec 02, 2020 6:58 am
by ssilk
Nice and simple.

Re: Splitter GUI, clickable graphical priorities

Posted: Wed Dec 02, 2020 7:36 am
by jodokus31
+1
And display the splitter in the same direction as in the World (probably is already but i cant Check atm)

Re: Splitter GUI, clickable graphical priorities

Posted: Wed Dec 02, 2020 9:21 am
by ickputzdirwech
jodokus31 wrote:
Wed Dec 02, 2020 7:36 am
+1
And display the splitter in the same direction as in the World (probably is already but i cant Check atm)
It is already displayed in the correct direction.

Re: Splitter GUI, clickable graphical priorities

Posted: Wed Dec 02, 2020 11:59 am
by jodokus31
ickputzdirwech wrote:
Wed Dec 02, 2020 9:21 am
jodokus31 wrote:
Wed Dec 02, 2020 7:36 am
+1
And display the splitter in the same direction as in the World (probably is already but i cant Check atm)
It is already displayed in the correct direction.
Thanks. I remember that i always screw up the side. So it would help, if dont have to think about right or left, but visually select the direction via correctly displayed splitter+buttons like op suggested

Re: Splitter GUI, clickable graphical priorities

Posted: Wed Dec 02, 2020 10:43 pm
by Ikonos
I am glad I am not the only one that has to think (click) twice when setting priorities.

I don't know if the buttons would be confusing when the filter is active. I think It could look like this:

splitter_gui_filter.png
splitter_gui_filter.png (267.93 KiB) Viewed 4639 times

Maybe an " * " on the empty button.

Re: Splitter GUI, clickable graphical priorities

Posted: Wed Dec 02, 2020 11:15 pm
by Daeruun
+1
would be wonderful not to click the wrong filter in every second splitter

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Dec 03, 2020 7:54 am
by foamy
Yes indeed.

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Dec 03, 2020 8:37 am
by Fargotroniac
Looks good.

Clearer and better than the current GUI. :)

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Dec 03, 2020 8:47 am
by Stimpatch
Hmm... this suggestion looks nice, yes. But this will create the first entity that has some kind of controls within the simulation box. So it will be a precedent for further "Suggesstions" and "UI Improvements" to come. I dont like that.

Lets remember that the simulation box is just an upgraded display of the entity. Also, it represents the ingame world... and there are no priority buttons in my factory.

A preview would be kinda cool, though. So, if you had iron ore on the left belt and coal on the right, changing the settings could show a preview of how the splitter would work, i guess.

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Dec 03, 2020 12:11 pm
by ickputzdirwech
Stimpatch wrote:
Thu Dec 03, 2020 8:47 am
A preview would be kinda cool, though. So, if you had iron ore on the left belt and coal on the right, changing the settings could show a preview of how the splitter would work, i guess.
Not sure if I understand you correctly, but the preview already shows all the filters and items on the belt.

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Dec 03, 2020 2:28 pm
by Stimpatch
ickputzdirwech wrote:
Thu Dec 03, 2020 12:11 pm
Not sure if I understand you correctly, but the preview already shows all the filters and items on the belt.
Yes, my bad. ofc the editor window is live, so if you change something there, no preview is needed :D

Then, i guess i cna only vode agains the suggestion made in this thread.

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Dec 03, 2020 6:15 pm
by NotRexButCaesar
+1. This would prevent me from accidentally mirroring what I want to do.

Re: Splitter GUI, clickable graphical priorities

Posted: Sat Dec 05, 2020 10:27 am
by Sad_Brother
+1. I do not mistake on splitters usually but this looks good.

Re: Splitter GUI, clickable graphical priorities

Posted: Sat Dec 05, 2020 11:04 am
by Squelch
I like this too.

I wouldn't need to turn my monitor over to try and work out which side to set :D

Click inside GUI displays feature

Posted: Thu Jul 15, 2021 1:21 am
by imTheSupremeOne
TL;DR
Make additional clicking buttons inside GUI displays for some things:
Image

Why ?
It would be really convenient for things like splitters as you would never have to think where is right or left this time. Also mb this could be used by other entities as well to create more enjoyable and natural interactions then with regular sliders — like an actual breaker on power switch and many other interactions... I think something like that would definitely add more coolness and impressiveness to the game...
Image

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Jul 15, 2021 4:44 am
by ssilk
joined with existing thread

The more ground laying idea you described at the end. You are free to make an extra suggestion out of that. Don’t forget to make specific examples, because I’m not 100% sure, if I understood the idea with the circuit breaker for the switch (which is kind of big circuit breaker). E. g. What should happen when clicked?

Re: Splitter GUI, clickable graphical priorities

Posted: Thu Jul 15, 2021 3:31 pm
by imTheSupremeOne
ssilk wrote:
Thu Jul 15, 2021 4:44 am
joined with existing thread

The more ground laying idea you described at the end. You are free to make an extra suggestion out of that. Don’t forget to make specific examples, because I’m not 100% sure, if I understood the idea with the circuit breaker for the switch (which is kind of big circuit breaker). E. g. What should happen when clicked?
It's just additional stylistic GUI feature like in Satisfactory where you press not a sliders but actual realistic buttons, breakers... I did enjoyed it, and looking at the window it doesn't conflict with sliders. So just visually to the power switch could be added a breaker that you could press on entity display to interact with power switch to turn it On or Off...