Friday Facts #426 - Resource search & Assembler GUI improvements

Regular reports on Factorio development.
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 424
Joined: Tue May 12, 2015 1:48 pm

Friday Facts #426 - Resource search & Assembler GUI improvements

Post by FactorioBot »

User avatar
CheeseMcBurger
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Sun May 19, 2019 9:57 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by CheeseMcBurger »

Neat. I just wished I could change from x s crafting time to x items / s. The current display breaks my brain.
TheoMarque
Long Handed Inserter
Long Handed Inserter
Posts: 94
Joined: Tue Feb 27, 2018 6:06 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by TheoMarque »

Search for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
08-30-2024, 13-09-26.png
08-30-2024, 13-09-26.png (3.99 KiB) Viewed 7472 times
Terrahertz
Fast Inserter
Fast Inserter
Posts: 132
Joined: Mon May 15, 2017 7:49 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Terrahertz »

TheoMarque wrote: ↑Fri Aug 30, 2024 11:09 am Search for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
08-30-2024, 13-09-26.png
Tungsten Carbide maybe
DarkShadow44
Filter Inserter
Filter Inserter
Posts: 356
Joined: Thu Jun 01, 2017 12:05 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by DarkShadow44 »

And this time it is my mod ascended, more QoL for all!
Guess I'll have to find a new thing to work on... :D

Also, can we maybe get Rate Calculator functionality for multiple machines as well? It's a really big QoL for me!
Last edited by DarkShadow44 on Fri Aug 30, 2024 11:20 am, edited 2 times in total.
seePyou
Fast Inserter
Fast Inserter
Posts: 103
Joined: Mon Apr 03, 2017 3:17 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by seePyou »

I do like the resource search function, and the pin function. There is one use case that I'm relying on, where I have a pin in my resources, all of them, with the INITIAL resource value. So now, when I mouse over a resource patch, it lists the current amount, and I can see the max amount it used to be and make decisions based on that.
Would it be possible to have the automated pin add a max value at the end? Something like "Copper Ore 125K/324K" or similar? Maybe have this as a toggleable setting for anyone who doesn't want to see max values?
Thank you!
Terrahertz
Fast Inserter
Fast Inserter
Posts: 132
Joined: Mon May 15, 2017 7:49 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Terrahertz »

So another couple of mods are biting the dust, neat :D

I like all the sideinformation like:
  • Confirmation that the Biochamber uses nutrients as a fuel
  • Stack size of LDS has been increased
  • LDS can be casted now
Very nice, good job! ;)

One question:
Image
This shows quality -8%, I guess that is from the speed beacons, but what does it do?
Is it that if I put quality ingredients in and want to build something with high quality there is a chance if the quality dropping?
gnutrino
Inserter
Inserter
Posts: 38
Joined: Mon Jun 10, 2024 12:36 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by gnutrino »

TheoMarque wrote: ↑Fri Aug 30, 2024 11:09 am Search for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
08-30-2024, 13-09-26.png
I believe that's the updated skin for the carbon you get from asteroids.

On another note: Yummy Value? Really? Is there a competition within Wube to see whether someone can get more name related complaints than quality generated or something?
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 369
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Hares »

Huh, you've added "Icon + Name" format for the ore patch tags. Could you make similar one to the blueprint templates so I can name my train stop "<Item Icon> <Item Name> / Unload" ?
Akontio
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sun Apr 14, 2024 6:44 am
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Akontio »

DarkShadow44 wrote: ↑Fri Aug 30, 2024 11:12 am And this time it is my mod ascended, more QoL for all!
Guess I'll have to find a new thing to work on... :D
A key difference I noticed between your mod and the latest feature is that your mod seems to account for oil (/liquids), but the FFF does not seem to have that feature. They likely just haven't implemented it yet. Edit: a dev replied, it actually is in the game! Just wasn't shown in post. Hope that clears this up
Last edited by Akontio on Fri Aug 30, 2024 11:45 am, edited 1 time in total.
Axymerion
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri Aug 30, 2024 11:19 am
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Axymerion »

08-30-2024, 13-22-15.png
08-30-2024, 13-22-15.png (22.27 KiB) Viewed 7160 times
"Yummy value" - I hope that is the final name
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 341
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by GregoriusT »

I am very concerned with this tooltip in particular.

In the past Tooltips have been shown under the Map on the top right, but here the tooltip covers the bottom right of whatever the cursor hovers over, making it absolutely painful to deal with in situations like combat, and also when dealing with in-factory things in general because of obscuring your near-cursor view (wherever your cursor happens to be resting), as opposed to the much more predictable under-the-map tooltip.

I hope there is a toggle for this sort of thing in the options, or at the very least a few seconds of holding your cursor still before the tooltip pops up.
Image
Last edited by GregoriusT on Fri Aug 30, 2024 11:24 am, edited 1 time in total.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5284
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Klonan »

Akontio wrote: ↑Fri Aug 30, 2024 11:21 am A key difference I noticed between your mod and the latest feature is that your mod seems to account for oil (/liquids), but the FFF does not seem to have that feature. They likely just haven't implemented it yet.
The resource search also finds oil
EvanT
Long Handed Inserter
Long Handed Inserter
Posts: 51
Joined: Wed Jul 29, 2015 12:22 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by EvanT »

The Map view where train tracks go diagonal thru the wall makes me wonder whether rail gates will work on diagonal or curved tracks now.
Terrahertz
Fast Inserter
Fast Inserter
Posts: 132
Joined: Mon May 15, 2017 7:49 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Terrahertz »

gnutrino wrote: ↑Fri Aug 30, 2024 11:19 am
TheoMarque wrote: ↑Fri Aug 30, 2024 11:09 am Search for resources is very, very useful for me due many outposts and monitoring them takes too much time.
but..
WHAT IS THAT?
08-30-2024, 13-09-26.png
I believe that's the updated skin for the carbon you get from asteroids.

On another note: Yummy Value? Really? Is there a competition within Wube to see whether someone can get more name related complaints than quality generated or something?
Naming things is hard, it's also pretty funny ;)
User avatar
Stringweasel
Filter Inserter
Filter Inserter
Posts: 416
Joined: Thu Apr 27, 2017 8:22 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Stringweasel »

GregoriusT wrote: ↑Fri Aug 30, 2024 11:23 am I hope there is a toggle for this sort of thing in the options
This is already an existing option in the currently released Factorio, called "Entity tooltip on the side"

For example (my screenshot doesn't show the actual cursor).
Image
Alt-F4 Author | Factorio Modder
My Mods: Hall of Fame | Better Victory Screen | Fluidic Power | Biter Power | Space Spidertron | Spidertron Dock | Weasel's Demolition Derby
Official Contributor to Space Exploration
mill_yama
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Jun 26, 2018 8:32 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by mill_yama »

Terrahertz wrote: ↑Fri Aug 30, 2024 11:17 am This shows quality -8%, I guess that is from the speed beacons, but what does it do?
Is it that if I put quality ingredients in and want to build something with high quality there is a chance if the quality dropping?
It is also notable that we created a quality penalty on speed modules, because haste makes waste, and we wanted to reduce the number of places where beacons full of speed modules is the best way to go.
from https://factorio.com/blog/post/fff-375
I using Google translation. my english is bad
Terrahertz
Fast Inserter
Fast Inserter
Posts: 132
Joined: Mon May 15, 2017 7:49 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Terrahertz »

mill_yama wrote: ↑Fri Aug 30, 2024 11:38 am
Terrahertz wrote: ↑Fri Aug 30, 2024 11:17 am This shows quality -8%, I guess that is from the speed beacons, but what does it do?
Is it that if I put quality ingredients in and want to build something with high quality there is a chance if the quality dropping?
It is also notable that we created a quality penalty on speed modules, because haste makes waste, and we wanted to reduce the number of places where beacons full of speed modules is the best way to go.
from https://factorio.com/blog/post/fff-375
I remembered that one, but I was wondering what a negative value would do.
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 341
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by GregoriusT »

Stringweasel wrote: ↑Fri Aug 30, 2024 11:32 am
GregoriusT wrote: ↑Fri Aug 30, 2024 11:23 am I hope there is a toggle for this sort of thing in the options
This is already an existing option in the currently released Factorio, called "Entity tooltip on the side"

For example (my screenshot doesn't show the actual cursor).
Image
Ah, did not know that setting, thanks for telling me it was just a custom option of whoever took that screenshot ^^
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Shadow_Man
Fast Inserter
Fast Inserter
Posts: 126
Joined: Fri Mar 02, 2018 2:55 pm
Contact:

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Post by Shadow_Man »

Nice QoL additions.
One suggestion: add a distance indicator from the ore patch to the nearest player's structure (not counting walls and landmines) or to the spawn point. It will be convenient to assess which new field is easier/better to get to.

P.S. Why the (underground) belts and splitters are still facing opposite directions? My inner perfectionist is outraged. Flip splitters. :roll:
Image
Post Reply

Return to β€œNews”