Re: Friday Facts #280 - Visual Feedback is the king
Posted: Sat Feb 02, 2019 8:19 pm
I like the new condition
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That little change actually made it look much betterRazorlance wrote: Sat Feb 02, 2019 6:03 pm How about reducing the size of the 'Add' buttons to make them less prominent, so that the stop name and conditions stand out more, something like this:
I made them approximately the same size as the slightly raised dark portions of the GUI where no information is present.
Isn't that the challenge we all have to face?Stefa168 wrote: Fri Feb 01, 2019 5:43 pm These are fantastic additions for factories with lots of trains!
Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory)![]()
I do that tooLight wrote: Sat Feb 02, 2019 9:52 pm I'm starting to feel like the black sheep in that I create player access stations explicitly for player travel to key sectors of the factory.
Just using the passenger present condition would mean that if a player called the train, then changed their mind (eg ran off somewhere else to do something else), the train would wait indefinitely, possibly blocking other trains on the mainline. I do agree the 5s might be a bit short, it could be changed to 15s, or even (30s or passenger present)Pinga wrote: Sat Feb 02, 2019 8:53 pm It seems the temporary station defaults to the "5s passed" condition. Wouldn't it make more sense if it defaulted to the new "Passenger present" one? As it seems the most common use case of using trains to pick you up at random places.
Yeah, me too!Serenity wrote: Sat Feb 02, 2019 10:00 pmI do that tooLight wrote: Sat Feb 02, 2019 9:52 pm I'm starting to feel like the black sheep in that I create player access stations explicitly for player travel to key sectors of the factory.
There is also the Shuttle Train Lite mod that automatically brings up a list of stations when you enter a shuttle train
I was thinking about some common (mis-)use cases:Pinga wrote: Sat Feb 02, 2019 8:53 pm It seems the temporary station defaults to the "5s passed" condition. Wouldn't it make more sense if it defaulted to the new "Passenger present" one? As it seems the most common use case of using trains to pick you up at random places.
Certain things are not reflective - rail tracks (specifically, signals and stops are placed on right-hand side; in the mirrored version there might not be an available place to put them there and their meaning might change), chemical plants and refineries (have (liquid) inputs and outputs in a defined order, mirroring them would mix liquids in the best scenario).tayrible@game wrote: Sat Feb 02, 2019 10:41 pm 3. Mirror Blueprint
3. Not sure how it worked but there was a mod that I used that did this. It is super handy for flipping things like logistics to belt load/unloaders.
+1. Those 'Add' buttons in FFF gifs - looking like additional conditions/stations - bugged me, but I had no idea what to do with them. This solution looks very nice.Lubricus wrote: Sat Feb 02, 2019 9:35 pmThat little change actually made it look much betterRazorlance wrote: Sat Feb 02, 2019 6:03 pm How about reducing the size of the 'Add' buttons to make them less prominent, so that the stop name and conditions stand out more, something like this:
I made them approximately the same size as the slightly raised dark portions of the GUI where no information is present.
Agreed. I think that looks better.gleard wrote: Sun Feb 03, 2019 1:10 am+1. Those 'Add' buttons in FFF gifs - looking like additional conditions/stations - bugged me, but I had no idea what to do with them. This solution looks very nice.Lubricus wrote: Sat Feb 02, 2019 9:35 pmThat little change actually made it look much betterRazorlance wrote: Sat Feb 02, 2019 6:03 pm How about reducing the size of the 'Add' buttons to make them less prominent, so that the stop name and conditions stand out more, something like this:
I made them approximately the same size as the slightly raised dark portions of the GUI where no information is present.
I've put a little thought into this and came up with another mockup proposal: I think with switches it's easy to distinguish OR from AND, as they're in two columns, and normal gray button is clearly different from orange pressed (let's assume this orangy-something is pressed buttonkoyarno wrote: Sat Feb 02, 2019 5:07 pmZaYeR wrote: Sat Feb 02, 2019 2:14 amThere is no nesting. So if you wanted to have a OR condition that is nested in a AND condition, you would have to duplicate theGuiltyBystander wrote: Fri Feb 01, 2019 5:41 pm I like the idea of the AND/OR visualization, but it's still are confusing. These are binary operators that exist between conditions, not on the same line as each.
So, I'm not the only one.
I think, that something like that would be more intuitive. It's quick edit, but you can take the idea.I think just having a button that shows as a chain - either broken or linked - to AND conditions. It maybe is not as orthogonal to the UI style, but it both solves the visual cues like the left bracket and the buttons in one. There is only 1 problem with this still... it is only 1 layer. There is no nesting. So if you have A + B*(C + D), it has to be done like A + B*C + B*D. It makes it harder to see what is happening. From a developer standpoint though, nesting is also harder to setup with buttons and visual stuff.QGamer wrote: Fri Feb 01, 2019 8:43 pm Your idea to visually show and/or precedence is great!
But the UI you show is not so great. It is not obvious if the "or" falls in between the grouped areas or inside the second one.
The UI you had shown us is easier to understand, yes, but it is still not understandable enough.
Do something like this:
Factorio_Train_GUI_Mockup.png
I need some easy way to see where the groupings fall, and how the groups are nested.
Also: I just noticed: "passenger present" is a valid condition! That's pretty cool.
Thank you for taking the time to care about us players and our understanding of the game.![]()
I'm a super huge fan of this idea. also, a way to modify those bracketsZaYeR wrote: Sun Feb 03, 2019 1:38 am I've put a little thought into this and came up with another mockup proposal:
I wasn't aware there are proper switches, definitely mine should be replaced with those!5thHorseman wrote: Sun Feb 03, 2019 2:08 am I'd do the and/or differently, though. use the established switch they already have, like the "automatic/manual" one in this old post from FFF212.
Well, waypoints are both useful for when you want to override the game's pathfinding and make trains go where you want them to go, and to make GIANT BASE-DEFENDING TRAIN LOOPS OF DEATHmicromario wrote: Fri Feb 01, 2019 5:38 pm What is the use case for waypoints? I've never felt like I needed to build one.