[Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
[Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
The fluidwagongui fill label is overlaped
When all 3 tank's are full only the 1st tank will show (25k)
see image:
Greetings
When all 3 tank's are full only the 1st tank will show (25k)
see image:
Greetings
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- Fluidwagon Gui Bug
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Thanks for the report, I solved this bug for the next version by removing the feature of disconnecting wagon parts and so this gui won't exist anymore.
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
So the tanker will be effectively just one tank? What will happen to existing tankers with multiple different fluids? Thats likely to breaks some peoples factories, and might even result in pipes getting contaminated with the wrong fluid.
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Indeed. No more separatng the tanks, so it's one tank.Zavian wrote:So the tanker will be effectively just one tank?
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Will the change simply remove the ability to separate tanks in new fluid wagons, but leave existing trains alone?, or will it merge tanks of existing trains even if they currently have differtent fluids?
If you are going to merge the tanks of existing trains can I suggest holding off until after this weeks FFF. Then mention the planned change at the start of the FFF. Also add a note to the top of the changelog for 0.16.7 that you are intending to make such a change in 0.16.8. Not everyone will read those, but that will at least give players a chance to notice and change anything that is like to break in their factories, and drain any fluid wagons that multiple fluids.
If you are going to merge the tanks of existing trains can I suggest holding off until after this weeks FFF. Then mention the planned change at the start of the FFF. Also add a note to the top of the changelog for 0.16.7 that you are intending to make such a change in 0.16.8. Not everyone will read those, but that will at least give players a chance to notice and change anything that is like to break in their factories, and drain any fluid wagons that multiple fluids.
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Why would you remove such a cool, useful feature?
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Oh no. It was such a cool feature
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Well i wondered why it was implemented at first because the seperation can't be automated.Rhamphoryncus wrote:Why would you remove such a cool, useful feature?
Hopefully 0.1 liquid squashing comes with it.
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
i hope you are joking.kovarex wrote:Thanks for the report, I solved this bug for the next version by removing the feature of disconnecting wagon parts and so this gui won't exist anymore.
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Well they might have removed the feature, but kept the tanks independent so that you still need 3 pumps to fill all 3 tanks, thus keeping them separate from each other. At least I'd hope so.
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Seems like a pretty radical fix for gui... to remove the functionality.
If you want to load/unload quickly 3 pumps are still recommended and then there is no leftover problem I think.
If you want to load/unload quickly 3 pumps are still recommended and then there is no leftover problem I think.
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
I hope so as well..impetus maximus wrote:i hope you are joking.kovarex wrote:Thanks for the report, I solved this bug for the next version by removing the feature of disconnecting wagon parts and so this gui won't exist anymore.
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
This is a much nicer way to remove the GUI while keeping the feature. Please consider doing it this way. No GUI and always independent tanks solves all problems. Worst case is some people might need to add some additional pumps to stations.TreefrogGreaken wrote:Well they might have removed the feature, but kept the tanks independent so that you still need 3 pumps to fill all 3 tanks, thus keeping them separate from each other. At least I'd hope so.
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Couldn't agree more with this, great ideaMrGrim wrote:This is a much nicer way to remove the GUI while keeping the feature. Please consider doing it this way. No GUI and always independent tanks solves all problems. Worst case is some people might need to add some additional pumps to stations.TreefrogGreaken wrote:Well they might have removed the feature, but kept the tanks independent so that you still need 3 pumps to fill all 3 tanks, thus keeping them separate from each other. At least I'd hope so.
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
...Well this sure seems like the nuclear option for what may have been able to be solved by moving the text above the fluid icons. I don't know specifically, I don't code.kovarex wrote:Thanks for the report, I solved this bug for the next version by removing the feature of disconnecting wagon parts and so this gui won't exist anymore.
Either way, I shall echo the voice of many annoyed players: what the hell kovarex?!
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Good choice! Though I feel for people whose factories malfunction and need pipe cleaning.
Don't cry for minor features that complicate development for little gain! Factorio is a big game; making cuts to make room for more useful features is a virtue. Separated fluid wagons were a solution without a problem. Confusing for newcomers, and not necessary, since using multiple wagons is a good option. Almost all uses can be designed around without harming any of the core gameplay or balance.
How many people would rather have devs maintaining this practically irrelevant feature while people are on the fence about core features like belt mechanics?
"You gotta have a sense of proportion" -- Milton Friedman
Don't cry for minor features that complicate development for little gain! Factorio is a big game; making cuts to make room for more useful features is a virtue. Separated fluid wagons were a solution without a problem. Confusing for newcomers, and not necessary, since using multiple wagons is a good option. Almost all uses can be designed around without harming any of the core gameplay or balance.
How many people would rather have devs maintaining this practically irrelevant feature while people are on the fence about core features like belt mechanics?
"You gotta have a sense of proportion" -- Milton Friedman
Last edited by Vandroiy on Fri Dec 22, 2017 1:05 am, edited 1 time in total.
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Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
but we have pop-up tutorials now to show players how things work.
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
That's not the point. You need to have an idea about the costs of maintaining an irregular feature like this.impetus maximus wrote:but we have pop-up tutorials now to show players how things work.
Every change in the vicinity of such a feature must be kept in sync with it. All interactions must be tested for bugs; in the case of Factorio, that means more automated tests, that also have to be maintained and documented. The same goes for the tutorials, GUI, etc.
Software costs are above linear in the amount of features in it. If you add too many, it becomes too hard to maintain, let alone to make changes. There are always way, way more subtleties than anyone thinks of at first. It's an art to know exactly where to invest the limited amount of complexity a developer can handle.
Keeping a feature like this will usually mean losing the ability to add a more important feature. It's a cost-benefit question. To justify a feature, it must really add to the product, not just be a small gimmick that wastes the team's time. Unless someone can explain why the fluid compartments are really useful, it seems totally credible that it's okay to remove them and look ahead, to less bugs, better performance, or new features, wherever the time is best spent.
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Part of the information displayed was stacked on itself. Not what I'd consider broken, personally, when there was a second, fully functional display of the same information visible at the same time. And having the option of three separate tanks on one tanker car seems like a valid choice based on the aesthetics of the tanker itself.Vandroiy wrote:
How many people would rather have devs maintaining this practically irrelevant feature...
But do consider this: would you be ok with the decision to make the standard cargo wagons one inventory type only, just because the numbers in the inventory grid were overlapping(based on what information we've been given on the subject)? I wouldn't. I wouldn't want have a supply train of 15 wagons when I'm trying to expand a base, nor would I want a supply train of six different wagons when trying to transfer six different fluids to the same place compactly.
It just seems like a massive overreaction to me is all. :(
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
I really liked the previous mechanic, and thought it was plenty intuitive. The default of being a single tank also made sense and did not over complicate things for beginners.
Splitting the wagon into three independent tanks is better then bad, but still not as good as the previous mechanic.
Making it a single large tank is anti-fun.
I respectfully ask that you revert this change.
In any case thank you for the outstanding game and have a great holiday.
Splitting the wagon into three independent tanks is better then bad, but still not as good as the previous mechanic.
Making it a single large tank is anti-fun.
I respectfully ask that you revert this change.
In any case thank you for the outstanding game and have a great holiday.