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Icons for "unsorted" deconstruction filters

Posted: Wed Apr 22, 2020 2:25 am
by Confusador
TL;DR
The "unsorted" deconstruction filters would be much clearer if existing icons were used on deconstruction planners.
The Problem
I've been frustrated in my recent game by the need to open my deconstruction planners to figure out which one is filtered for ghosts and which one is for module requests. There's no visual distinction between deconstruction planners whose only filters are on the "unsorted" tab, or one that's unfiltered:
decon-plans-blank.png
decon-plans-blank.png (1.78 KiB) Viewed 2516 times

You can't even tell the difference with the GUI open without hovering over the icons:
decon-gui-old.png
decon-gui-old.png (22.05 KiB) Viewed 2516 times
Proposal
The game already has icons that would work fine for "Entity ghost", "Item request slot", and "Tile ghost". Even "Item on ground", which doesn't have an icon, is clearer if the existing placeholder "X" is used (though I had to convert it to grayscale to be visible):
decon-plans-new.png
decon-plans-new.png (7.77 KiB) Viewed 2516 times

It also makes things clear in the GUI:
decon-gui-new.png
decon-gui-new.png (24.32 KiB) Viewed 2516 times

It's possible that for "Tile ghost" you would want something transparent or grayscale to distinguish it from real tiles, but I found that just made it look like a blob and that it reads clearer just using the icon as is.

Re: Icons for "unsorted" deconstruction filters

Posted: Wed Apr 22, 2020 4:16 am
by steinio
Mod anyone please?

Re: Icons for "unsorted" deconstruction filters

Posted: Thu Apr 23, 2020 10:00 pm
by steinio

Re: Icons for "unsorted" deconstruction filters

Posted: Fri Apr 24, 2020 5:21 am
by Optera
One of those tiny mods you never knew you couldn't live without.
This should be part of base, having 4 identical placeholder? icons is just terrible ux design.

Re: Icons for "unsorted" deconstruction filters

Posted: Fri Apr 24, 2020 5:43 am
by steinio
The fun things i learned how i get the placeholder replaced. If no entity icon is specified for this specific entities they get the X.
Setting an icon in data overwrites it.

Second thing was how to layer the ghost icon and concrete icon together.

So this is just a new lesson in Factorio modding for me.

If anyone wants to provide better icons i'm open to implement them.

Cu, steinio.

Re: Icons for "unsorted" deconstruction filters

Posted: Fri Apr 24, 2020 6:32 am
by ssilk
Thank you. :D

Re: Icons for "unsorted" deconstruction filters

Posted: Sat Apr 25, 2020 1:48 pm
by SupplyDepoo
The default icon was changed from a red "X" to a black "?" in 0.18.20. It's better but why not give these icons the full treatment? :?:
new-unsorted-deconplanner-icons.png
new-unsorted-deconplanner-icons.png (269.83 KiB) Viewed 2409 times

Re: Icons for "unsorted" deconstruction filters

Posted: Sat Apr 25, 2020 6:14 pm
by steinio
SupplyDepoo wrote:
Sat Apr 25, 2020 1:48 pm
The default icon was changed from a red "X" to a black "?" in 0.18.20. It's better but why not give these icons the full treatment? :?:

new-unsorted-deconplanner-icons.png
Wow, at least this topic gets attention by the devs and they also thing something has to be done.

Re: Icons for "unsorted" deconstruction filters

Posted: Sun Apr 26, 2020 6:20 pm
by Confusador
Cheers, steio, the mod is great! I can't stop thinking about how to represent "item on ground", but it's tough. If I come up with anything I'll let you know.

Hopefully it does get fixed in vanilla as part of the polishing for 1.0.

Re: Icons for "unsorted" deconstruction filters

Posted: Mon Jun 01, 2020 12:27 pm
by steinio
So this can be moved to implemented you sneaky devs :)
unknown[1].png
unknown[1].png (17.73 KiB) Viewed 2224 times

Re: Icons for "unsorted" deconstruction filters

Posted: Mon Jun 01, 2020 12:36 pm
by Koub
[Koub] Fine, moved to implemented.