Recipe selection with quality

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GrumpyJoe
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Recipe selection with quality

Post by GrumpyJoe »

I'm on my first 2.x map, taking it slow.

The game works just as it did in 1.x, but as soon as you research quality the recipes selection changes.
First you only needed a mouseclick on the item, now you need to confirm it with clicking OK or pressing E.

Muscle memory is slowly adapting and im catching up with my old way of playing habits. It was always smooth, this new feature feels like a very unwelcome distraction.


Is there a way to get rid of it. Select "standard" by default, when you select the recipe?

I don't mind learning it new, like I said muscle memory is adapting already. But this feels so odd, compared to the rest of the game.
Factorio was so well designed, it was smooth af, every little detail made sense. This feels weird.

I need to read more about quality in FFF or whereever. The fact that you can CHOSE anything related to it didn't make sense. It took me a few looks to even notice why my clicks weren't enough.
Shalmon
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Re: Recipe selection with quality

Post by Shalmon »

You can also double-click.

The problem with "single-click recipe" in quality-enabled UI is that it might skip the quality select step when you don't want that. That is most likely why it works this way now.
The big problem I have with this is that if you start a new game, you go back to single select and old muscle memory.

My proposal to solve this in the Ui:
Move the quality select dropdown to the top, so it is harder to miss.
Once you skip past the quality select and select a recipe with a single click, the recipe is set, like it would be without quality research
Get rid of the "OK" button
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WeirdConstructor
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Re: Recipe selection with quality

Post by WeirdConstructor »

This is exactly my pain point too (see the image attached).
I would really like to be able to disable the extra quality confirmation click, "E" key or double click.

It was not clear to me, that researching quality would make setting up recipes for all future things I setup manually more cumbersome. I was under the impression, that quality is optional regarding the further game workflow. But it made one very central function more cumbersome, requiring me to relearn muscle memory mid-game.

Some possible solutions:
  • The solution @Shalmon presented: Move quality selection to the top without an extra confirmation button, and make the click on the recipe confirm and close the dialog.
  • Or: Allow un-researching "quality"
  • Or: Setting in "Settings -> Interface" that makes the first click on the recipe confirm and close the dialog.
  • Or: Allow me to select a default quality somehow/somewhere. Once I selected a default quality, make the first click confirm and close the dialog.
  • (edit:) Or: If the assembler has no quality module in it, don't require the user to confirm the quality of the recipe.
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Last edited by WeirdConstructor on Thu Oct 24, 2024 1:13 pm, edited 2 times in total.
splee
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Re: Recipe selection with quality

Post by splee »

But this feels so odd, compared to the rest of the game.
This was also my impression, but my conclusion was that the game really really wanted me to notice that Quality was now a thing. I found adjusting muscle memory here acceptable, not as bad as putting a map on the key that used to switch weapons.

I'm not far enough in for Quality to be a big deal yet but the interaction has me expecting that in time it will. It'll feel odd if mid / endgame Quality doesn't turn out consequential enough to justify that attention grab, now that I'm expecting it to eventually emerge a core tool.
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WeirdConstructor
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Re: Recipe selection with quality

Post by WeirdConstructor »

splee wrote: Thu Oct 24, 2024 11:55 am I'm not far enough in for Quality to be a big deal yet but the interaction has me expecting that in time it will. It'll feel odd if mid / endgame Quality doesn't turn out consequential enough to justify that attention grab, now that I'm expecting it to eventually emerge a core tool.
I don't expect myself to want to focus on quality until very late. And before that I still have 3 planets to build a factory on with just "normal" quality by default. Quality really makes a difference of course for some items, and I am eager to explore it, after I finished the game.
There are so many new things already in Space Age, that I don't want to focus on quality before having played it even once.

Another option came to my mind: If the assembler has no quality module in it, don't require me to confirm that I want "normal" quality.
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Re: Recipe selection with quality

Post by splee »

Sure, but that reads like a prior decision to play a game in a particular way, made when you'd barely started the journey.

What might it look like if the game tried to suggest that Quality be taken seriously even on the first playthrough?
If the assembler has no quality module in it, don't require me to confirm that I want "normal" quality.
I think we have very different ideas of what Quality might do: though I haven't designed the specifics (because I'm not that far) I can absolutely see that there would be use cases where I'd choose for the same assembler Quality ingredients & non-Quality modules.
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Re: Recipe selection with quality

Post by mmmPI »

WeirdConstructor wrote: Thu Oct 24, 2024 1:12 pm I don't expect myself to want to focus on quality until very late. And before that I still have 3 planets to build a factory on with just "normal" quality by default. Quality really makes a difference of course for some items, and I am eager to explore it, after I finished the game.
There are so many new things already in Space Age, that I don't want to focus on quality before having played it even once.
Then i think it's better to not research the technology; in the case where you really don't want to use any quality thing before finishing the game.
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Re: Recipe selection with quality

Post by ufidlo »

I'm with you on this guys, this is EXTREMELY annoying. Right after you research that you need to do double action on every recipe selection. It's frustrating, because you have nothing of quality anyway to start really investing your time into that, no recycling machine either.

The UX cost of it is just too high an unbalanced. It should by default be selected to normal quality and allow an optional change. Keeping the one-click-to-select-a-recipe functionality.
ordnanceConfigurator
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Re: Recipe selection with quality

Post by ordnanceConfigurator »

i registered on the forums specifically to say that i second this so much
its a horrible introduction to quality to take away players convenience just for unlocking it, especially after letting them get comfortable with the way recipe selection works without quality unlocked
it feels like you are being punished every time you open the recipe selection gui and clicking does not close it
with the new map and weapon binds at least its all configurable but this cant be undone or toggled in any way afaik
im okay with the way it is being the default and could probably get used to it, but an option in settings to ignore the quality dropdown unless you have interacted with it first or just hide it altogether would be so convenient
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Dixi
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Re: Recipe selection with quality

Post by Dixi »

This annoying tech can be unresearched, if one not planning to use it immediately, until we see some update to an interface.

/c game.player.force.technologies['quality-module'].researched=false

Just mind that using console commands forbid achievements for current game.

Still could be nice to see an answer from dev's will they implement one of proposed fixes to avoid extra OKay click? We are not speaking about doing it "today" but in nearest future. Is that possible?
GrumpyJoe
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Re: Recipe selection with quality

Post by GrumpyJoe »

I posted this when I was still on Nauvis

Now that I'm using mostly map view, this is even more annoying. Whatever you have not bound to your hotbar is an annoyance, especially with quality in mind.
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Re: Recipe selection with quality

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