It would be nice to have a way to check where a resource is used.
Like for example, it tab mode, instead of getting the total raw, you get where it is used.
Used in X recipes
Moderator: ickputzdirwech
Re: Used in X recipes
I am looking for such feature too. Some way to see all items (already researched) that are crafted from something. Like if I point mouse over electronic-circuit and press for example CTRL, it shows all items requiring electronic-circuit in its recipes.
Vanilla recipes are easy to learn, but this will be very useful in mods, where recipes aren't often well documented. Player has to go thru all new items and search what needs what. And again after some technologies are researched and new items unlocked. Sometimes i feel some things are useless, because I can't find anything that is made from them.
Another usage, if you have some items, which are currently useless, you can check, if they are used in recipes for something else, so you can use it for that instead of throwing them away or put in "useless items" chest.
Vanilla recipes are easy to learn, but this will be very useful in mods, where recipes aren't often well documented. Player has to go thru all new items and search what needs what. And again after some technologies are researched and new items unlocked. Sometimes i feel some things are useless, because I can't find anything that is made from them.
Another usage, if you have some items, which are currently useless, you can check, if they are used in recipes for something else, so you can use it for that instead of throwing them away or put in "useless items" chest.
Sometimes modifying mods makes more fun than playing them.
Re: Used in X recipes
When learning the game (or new items added to stock) I referenced the technology screen.
This already parses all mod files and puts all the info in one place. All items that have a research requirement will also be listed.
I suppose an alternative view for the research screen that instead lists all items, instead of technologies, would be useful.
Seems like the framework to parse out the items for this screen are mostly in place for the techscreen.
This already parses all mod files and puts all the info in one place. All items that have a research requirement will also be listed.
I suppose an alternative view for the research screen that instead lists all items, instead of technologies, would be useful.
Seems like the framework to parse out the items for this screen are mostly in place for the techscreen.
Re: Used in X recipes
I read somewhere that the UI is definitely on the list of things to overhaul, especially the technology screen (as if that weren't obvious from looking at it )
I'm sure this will be incorporated when that happens, as I myself have been wanting this feature as well. It would certainly make planning out things a bit easier in vanilla, and would be a big boon to mods as you mentioned. In a game like Factorio more information and more tabs is always a good thing.
I'm sure this will be incorporated when that happens, as I myself have been wanting this feature as well. It would certainly make planning out things a bit easier in vanilla, and would be a big boon to mods as you mentioned. In a game like Factorio more information and more tabs is always a good thing.
Re: Used in X recipes
More tabs is not a good thing. That only means ever more pages to sort through when trying to find an item you haven't memorized the position of.
An example of this effect in action: https://www.youtube.com/watch?v=EocwVJ6CgF8#t=844
An example of this effect in action: https://www.youtube.com/watch?v=EocwVJ6CgF8#t=844