[2.0.15] higher tier modules in beacons: no visual feedback

MaexxDesign
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Jun 21, 2016 9:59 am
Contact:

[2.0.15] higher tier modules in beacons: no visual feedback

Post by MaexxDesign »

Hello,

there is no visual feedback when beacons are equipped with higher tier modules.
My beacons are equipped with uncommon speed modules but you can't see it at the beacons unless you move the mouse over the beacon to see a tooltip.
It would improve the overview if you can see it immediately and don't have to move the mouse over the beacon.
Or at least as an option to turn it on or off. :)

Image
Last edited by MaexxDesign on Sat Nov 16, 2024 12:42 am, edited 4 times in total.
User avatar
LCStark
Fast Inserter
Fast Inserter
Posts: 205
Joined: Thu Jan 28, 2021 5:04 pm
Contact:

Re: [2.0.15] quality modules in beacons: no visual feedback

Post by LCStark »

11-16-2024, 01-24-46.png
11-16-2024, 01-24-46.png (87.01 KiB) Viewed 1747 times
Beacons don't allow for quality modules to be put in them.
11-16-2024, 01-25-52.png
11-16-2024, 01-25-52.png (77.57 KiB) Viewed 1747 times
MaexxDesign
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Tue Jun 21, 2016 9:59 am
Contact:

Re: [2.0.15] quality modules in beacons: no visual feedback

Post by MaexxDesign »

It's not about the quality-modules per se.
My beacons are equipped with uncommon speed modules.
But there is no visual feedback as you can see from my screenshot in the first post.

EDIT:
I changed "quality modules" to "higher tier modules" for better understanding.
User avatar
LCStark
Fast Inserter
Fast Inserter
Posts: 205
Joined: Thu Jan 28, 2021 5:04 pm
Contact:

Re: [2.0.15] higher tier modules in beacons: no visual feedback

Post by LCStark »

Ah, yes. Your image didn't load for me so I didn't catch that. True, some visual feedback on module quality might be useful.
User avatar
BraveCaperCat
Filter Inserter
Filter Inserter
Posts: 491
Joined: Mon Jan 15, 2024 10:10 pm
Contact:

Re: [2.0.15] higher tier modules in beacons: no visual feedback

Post by BraveCaperCat »

Note that this could be fixed by adding all modules to alt-view overlays, instead of just the non-visible ones.
If you want to see the mods I've made, press one. If you need me to update a mod to 2.0, press two. If you're looking for QA, press three. If you've been waiting over 1 and a half years for Digital Age, bad luck.
computeraddict
Filter Inserter
Filter Inserter
Posts: 446
Joined: Sat Oct 07, 2023 6:44 am
Contact:

Re: [2.0.15] higher tier modules in beacons: no visual feedback

Post by computeraddict »

BraveCaperCat wrote: Sat Nov 16, 2024 12:48 am Note that this could be fixed by adding all modules to alt-view overlays, instead of just the non-visible ones.
This is how it used to be, but beacons were huge amounts of visual clutter as a result. Maybe a setting? But there's already a billion settings...
User avatar
BraveCaperCat
Filter Inserter
Filter Inserter
Posts: 491
Joined: Mon Jan 15, 2024 10:10 pm
Contact:

Re: [2.0.15] higher tier modules in beacons: no visual feedback

Post by BraveCaperCat »

computeraddict wrote: Sat Nov 16, 2024 12:56 am
BraveCaperCat wrote: Sat Nov 16, 2024 12:48 am Note that this could be fixed by adding all modules to alt-view overlays, instead of just the non-visible ones.
This is how it used to be, but beacons were huge amounts of visual clutter as a result. Maybe a setting? But there's already a billion settings...
There are not 1G settings in Factorio. Not even counting mod settings (and a bunch of mods)
If you want to see the mods I've made, press one. If you need me to update a mod to 2.0, press two. If you're looking for QA, press three. If you've been waiting over 1 and a half years for Digital Age, bad luck.
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 4527
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: [2.0.15] higher tier modules in beacons: no visual feedback

Post by boskid »

Thanks for the report. Issue is now fixed for 2.1.

Given there is a broad list of exceptions when to draw the icons (module with unsupported art, module asking for it, module in a slot which is outside of provided graphics range) i decided that module with quality other than normal should be considered as yet another exception and made them to force draw alt icons.
Post Reply

Return to “Fixed for 2.1”