Re: Friday Facts #289 - Character GUI
Posted: Fri Apr 05, 2019 8:30 pm
I like the new character GUI very much. Nice job. Can't wait for it to be in the game.
I also came here to give this feedback. The way it is currently described, it will be confusing to players. There needs to be some better indication that these items are being "trashed" / never allowed in the inventory. Otherwise it looks like you've set them up to be requested in your inventory.AsherMaximum wrote: Fri Apr 05, 2019 7:19 pmQuarnozian wrote: Fri Apr 05, 2019 7:16 pm under logistics: Items requesting 0 and max set to 0... instead of having nothing on them, how about having a tiny trash can icon?
Yeah, I think that's a good idea
If I had to guess, one reason this may not make it to vanilla is that is discourages end game divestment from the character as builder and supplier. The "ideal" end game scenario is for the player characters inventory to be composed mostly of blueprints and most if not all building to be achieved via ghost placement. At least, that's what I feel compelled to strive for as it provides the most flexible and streamlined feel.TheBloke wrote: Fri Apr 05, 2019 8:48 pm Like others have mentioned I would also love it if we could have:... I believe [it] would be used quite a lot if they were considered worth adding to vanilla.
- Presets for requests/trash slots, kind of like we have multiple quickbars; a way to define multiple sets of requests/trash and swap between them (I did wonder if that was what those mysterious +/- buttons, marked 9, were in the mockup. Plus/minus pages? Probably not, but I can dream..
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I don't understand what confuses you. There are two numbers, min and max. If they are both the same, only one number is shown. Otherwise both numbers are shown, min at the top and max at the bottom. Isn't that already what you are proposing?ManaUser wrote: Fri Apr 05, 2019 7:23 pm I like the idea of merging requests and auto-trash, but the way the numbers are in this mockup is a bit confusing in my opinion. The fact that the way each is displayed depends on the state of the other makes it more complicated than necessary, in my opinion. I think it would be better if they each had their own style, and used it all the time.
For example requests could be at the top of the box and maximums at the bottom. Or Requests could be green and maximums red. They could either both be visible all the time, or when one isn't set it could just be blank, rather than showing 0 or ∞.
The way you have it now, almost seems to assume that most items will have both, which is probably not true for most players.
I love that idea. You would just have to put a checkbox to the left of every row in the requester gui, which would activate/deactive all requests in that row. Everything else could still work like in the FFF. It's amazing.IronCartographer wrote: Fri Apr 05, 2019 7:33 pm It would be amazing to see things taken one step further as demonstrated in this 0.16 mod: https://mods.factorio.com/mod/Logistic_Slot_Manager
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In fact I would like to see sort buttons for all inventories. Chests, as well as personal inventory and train cargo.Pinga wrote: Fri Apr 05, 2019 7:37 pm Ewww durability.
Amazing changes all around, the number of personal requests is not nearly enough right now, so happy it will be infinite.
It's missing one thing though, what happened to the sort buttons idea?
Source: FFF #191
The use case: When I want to pin items to my inventory, if I put it in the bottom, they will drop to the floor if I ever unequip my armor. But when sorting is on, I can't move them to the top. So what I need to do is, go to settings, turn off auto sorting, move the items to the slots I want, pin them, then go to settings and re-enable auto sorting. A button in the UI to sort at will would be much nicer.
Press L in the current version of the game and have your mind blown.SpwnX wrote: Fri Apr 05, 2019 8:59 pm Can we have one extra logistics tab that displays the whole logistics network inventory (and maybe some statistics) that you are in range of?
Organization of the request slots definitely causes some headache. Either auto-sort or something to organize it similar to the crafting menu would be a welcome addition.LFarquaad wrote: Fri Apr 05, 2019 8:50 pm Another QOL improvement would be the ability to organize the logistic slots. Currently – except if I missed it – it is not possible to move around the logistic requests. Instead you have to do the following:I often end-up not bothering but then I have a hard time finding back if I already have a request for something and where it is. Moreover it completely messes with everyone's OCD, making the game completely unplayable!
- Remove the current item request you want to move – because you can't have two requests for the same item
- Re-add a request for that item at the right place – with the need to find it back somewhere either in your inventory or in the selector
- Restore the request size – which is often easier to do by typing the amount because the selector is difficult to use for precise amounts
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pretty much this, not being able to search the inventory is crazy.Lubricus wrote: Fri Apr 05, 2019 9:02 pm I still think it's hard to find stuff in the inventory, especially when playing with crazy mods as angelbob.
Can't we have a search option in the inventory? It's more needed than the search in crafting menu. The crafting menu is neatly ordered in different tabs in contrast to the big heap that is the inventory. Something like the possibility to pick up stuff directly from the crafting menu would also be great.
If logistic requests can be too powerful with presets, then the personal roboport must be in a world of its own.MrGrim wrote: Fri Apr 05, 2019 9:00 pmIf I had to guess, one reason this may not make it to vanilla is that is discourages end game divestment from the character as builder and supplier. The "ideal" end game scenario is for the player characters inventory to be composed mostly of blueprints and most if not all building to be achieved via ghost placement. At least, that's what I feel compelled to strive for as it provides the most flexible and streamlined feel.TheBloke wrote: Fri Apr 05, 2019 8:48 pm Like others have mentioned I would also love it if we could have:... I believe [it] would be used quite a lot if they were considered worth adding to vanilla.
- Presets for requests/trash slots, kind of like we have multiple quickbars; a way to define multiple sets of requests/trash and swap between them (I did wonder if that was what those mysterious +/- buttons, marked 9, were in the mockup. Plus/minus pages? Probably not, but I can dream..
)
I put the time into making sure I can place ghosts and blueprints from map view anywhere in my base or outposts, and a train will "magically" appear with all of the supplies for bots to fulfill the requests. If personal logistics were made "too powerful", I may not have bothered...
The devs may disagree, tho.![]()
Hmm.. Okay, that mod is perhaps two steps further as there's something you didn't address: It has the ability to make a preset request list into a preset trash list instantly (not just disabling, but inverting to clear it from inventory without trashing manually), on top of creating hybrid compositions of multiple profiles at once.Azzinoth wrote: Fri Apr 05, 2019 9:12 pmI love that idea. You would just have to put a checkbox to the left of every row in the requester gui, which would activate/deactive all requests in that row. Everything else could still work like in the FFF. It's amazing.IronCartographer wrote: Fri Apr 05, 2019 7:33 pm It would be amazing to see things taken one step further as demonstrated in this 0.16 mod: https://mods.factorio.com/mod/Logistic_Slot_Manager
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Yeah I guess they might, and maybe that is a risk for some players. But that's not how I've experienced things.MrGrim wrote: Fri Apr 05, 2019 9:00 pm If I had to guess, one reason this may not make it to vanilla is that is discourages end game divestment from the character as builder and supplier. The "ideal" end game scenario is for the player characters inventory to be composed mostly of blueprints and most if not all building to be achieved via ghost placement. At least, that's what I feel compelled to strive for as it provides the most flexible and streamlined feel.
I put the time into making sure I can place ghosts and blueprints from map view anywhere in my base or outposts, and a train will "magically" appear with all of the supplies for bots to fulfill the requests. If personal logistics were made "too powerful", I may not have bothered...
The devs may disagree, tho.![]()
Oh yeah, this is a good point. I guess I have two concerns then.ManaUser wrote: Fri Apr 05, 2019 7:23 pm I like the idea of merging requests and auto-trash, but the way the numbers are in this mockup is a bit confusing in my opinion. The fact that the way each is displayed depends on the state of the other makes it more complicated than necessary, in my opinion. I think it would be better if they each had their own style, and used it all the time.
For example requests could be at the top of the box and maximums at the bottom. Or Requests could be green and maximums red. They could either both be visible all the time, or when one isn't set it could just be blank, rather than showing 0 or ∞.
The way you have it now, almost seems to assume that most items will have both, which is probably not true for most players.
Overall all though, I like this redesign. Putting an easily accessible color changer in there is a plus too. I've noticed new players frequently have to ask how to do that, since the /color command isn't very obvious.
Thankfully Ctrl-F makes this fairly painless once you know it's there.<NO_NAME> wrote: Fri Apr 05, 2019 10:04 pmThe only concern I have is the infinitesimal search button. IMO the search field should be just visible all the time. It often requires a lot of searching to find the search button. Especially on the technologies screen, I cannot quickly find it even though I know where it is. Visible text field would be much easier to pinpoint.
Unless I misread they're not changing the functionality, just the display and interface. You can still request say 200 belts but not have a trash request, and then be holding 3000 belts.fur_and_whiskers wrote: Fri Apr 05, 2019 8:05 pm This is excellent. One thing that concerns me, many times I make logistic requests for items I need a lot of, but I am happy if I have more than that amount. So requested amount does not equal auto trash over requested amount. If I've requested 300 belts while relaying belts and pick up a lot more during deconstruction I'm happy to hang onto those even though I end up with a lot more than the requested amount.