[2.0.10] Text fields have a different feel than v1.1

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thedoh
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[2.0.10] Text fields have a different feel than v1.1

Post by thedoh »

This is an admittedly broad topic, and I have some examples where behaviour is now different, and, in my opinion, a regression.
Example 1 - TAB behaviour in text fields
In Factorio version 1.1, interacting with text fields was different. When deleting achievements, we could use the TAB key to move the text entry out of the text field (similar to how TAB behaves in web browsers, and operating systems to move between form fields). In 2.0 we can no longer do that.
Example 2 - Confirm window keybinding
When setting up a circuit condition, it is possible to enter a non-numeric constant in the field which should really only accept \d+ (if you'll forgive the regex). In cases where we have bound confirm window/message to use the 'e' key, in version 1, a common pattern to quickly enter a constant in the circuit condition would be to use the tab key to move to the input field, enter the number and use the confirm window/message key to confirm entry. By example: "100e" would set the constant to 100 and close the window. However, in version 2, this key behaviour is changed. It is now possible to enter any character in the field, and the same pattern of "100e" puts a literal "100e" in the text field, no longer using the same 1.0 behaviour.
Example 2b - Invalid constants are 0
Following on from example 2, if the field had a constant value already, and one wishes to change it, entering 100e (or anything), when the window is closed, the value will be set to 0. In other words, any value which does not match \d+ is interpreted as a literal 0.
Example 3 - Division by zero
Did you know that 1/0 is equal to 2147483647? According to Factorio, it is! :D Entering a literal 1/0 as a circuit value will somehow be evaluated to 2147483647. It's neat that we can use mathematical expressions (and thus the naive \d+ regex from example 2 is exposed as incomplete), but division by zero should result in an error. What's more, if we can use mathematical expressions, the letter 'e' has a specific, constant value. From example 2, it is reasonable to consider that 100e should be evaluated as 100 * e, or 271.82818..., though I doubt that is what most people would expect.
Closing
It's clear that the text fields in Factorio 2 are different than 1.1, but along the way, I think that some of the "user friendliness" has been left behind. It is possible that these are not all bugs, but I hope they will receive some attention all the same.
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Re: [2.0.10] Text fields have a different feel than v1.1

Post by Koub »

[Koub] Moved to Ideas and Suggestions : what you described was almost certainly done on purpose, so it's not a bug. But it's OK to request for a change or a rollback.
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Re: [2.0.10] Text fields have a different feel than v1.1

Post by BlueTemplar »

Annoyingly, e is also commonly used as a shorthand for x10^(... but I guess in Factorio it would be better if it got hijacked to remove focus instead ?

I have noticed similar issues when editing trains station names... (sadly, cannot hijack 'e' there !) : a funny side-effect is that the next key I though about was Enter... which makes you climb aboard the train instead ! :lol: (Escape works.)
(Which could be a useful defensive measure in case you're attacked.)
BobDiggity (mod-scenario-pack)
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