If your goal it to make toolbelt fully compatible with inventory - you are doing it wrong.AileTheAlien wrote: I feel that having the toolbar act differently from the inventory systems in the game (player, chest, train, etc) would lead to more confusion than what would be solved by using something standard from other games. (i.e. The idea of a toolbar, which does not exist anywhere else in Factorio.) In my opinion, one UI element which is consistent with other games, but which is inconsistent with the rest of the UI in Factorio, would make for a worse UI than one which is internally consistent.
Toolbelt (or a toolbar) it a tool to provide you with certain features which would make your life easier. It should not mimick the inventory behaviour but it should be really close to it when hanlding linked items.
First of all lets find out what features would you expect from a toolbar(belt).
1. Having most used items in short reach (bar - yes, belt - yes)
2. Keeping track of items total count (bar - yes, belt - NO)
3. Allowing you to manage your toolbar(belt) easily (bar - yes, belt - yes)
4. Keeping your tool predictable. (bar-yes, belt - NO). Items are placed in your toolbelt prioritized over inventory even if you wish to keep a slot empty. Also I mentioned item jumping around.
5. Behaviour of items on hotbar(belt) should be expected. (bar - yes, belt - yes). Toolbar represents a link to a certain item in your inventory. So clicking it will be equal clicking this item in your inventory.
Here I can identify several problems in existing system.
1. You can't see the total number of toolbelted items in your inventory. And if you replace the number on a toolbelt it will break the idea on the toolbelt. The only option would be displaying both numbers but it will clog the icon.
2. You can't see the total remaining number of items when placing them. Yes there is a mod for that. But this is true for the whole current system and does not directly apply to toolbelt.
3. The actual item pickup works differently from toolbelt and inventory (consistensy, yes). When you pick item from toolbelt it will "reserve" the toolbelt slot (hand icon) until you either spend or return (Q) the item there. Clicking in inventory will pick up items letting the space be taken by other items right away. Remember that chest placement for wood chopped by bots when your inventory is full? You just end up with a stack of chests in your hand unable to do anything until you place them somewhere. Using toolbar would effectively prevent you from picking up items on click and they would leave your inventory only if you make an action (place them in the world, or even inside containers, shift-click for a stack, Ctrl-click for all items etc).
Actually the same is true for the ammo. Currently ammo slots are containers with the same flaws. Can't remember how many times I stayed out of ammo cause the current count display is useless with your inventory holding 5 stacks of ammo (or not holding, can't tell)
Anyways. The goal is not to mimick the inventory behaviour. The goal is to create a useful tool. The tool has to get a smooth learning curve but in the end it should provide the best experience possible.
Both toolbar and toolbelt can be learned to use within minutes. This is not the issue. The issue is the end result.