[UI] Filter and Highlight Valid Fuels for Vehicles/Burners
Posted: Sat May 30, 2026 6:10 pm
TL;DR
When opening a vehicle or burner's fuel tab, filter the ghost-selection grid (or highlight the engineer's physical inventory) to only show valid fuels, and apply a red background to requested fuels missing from the network.What?
I suggest improving the UI when interacting with fuel slots, both when setting remote logistics requests and when the normal engineer is manually inserting fuel.- When setting a ghost/logistics request, filter the selection grid so it only displays valid, accepted fuels for that specific entity.
- When interacting physically as the normal engineer, dim out non-fuel items in the character's inventory grid, highlighting only what can actually be inserted.
- Apply a red background highlight to fuels that are currently unavailable in the local logistics network, mimicking the existing personal logistics UI.
- Dim/remove tabs that don't have any valid (fuel) options.
- Note: The strict filtering/highlighting is the core feature here. The red network-status background would be an amazing bonus.
Why?
Currently, figuring out which fuels are accepted often requires opening Factoriopedia, checking the "Accepted fuel" list, and then visually hunting for those specific icons. This is tedious visual clutter in both remote and local play.Example in the remote view logistics selection: And similarly, when playing as the normal engineer trying to manually load a locomotive from a full backpack: With the expanded variety of fuels in Space Age, parsing a wall of unsorted items in your character inventory or a massive ghost grid to find the right fuel requires unnecessary mental overhead. Automatically filtering the request menu—and highlighting the valid items right in the normal engineer's pockets—completely removes that visual clutter. Additionally, the red network-status background would prevent players from requesting a fuel type that doesn't currently exist, saving them from discovering a stalled train hours later.
How?
This could be implemented by applying existing UI logic to fuel slots:- When a fuel inventory or request slot is clicked, apply an item-filter mask to the GUI that checks against the entity's burner prototype requirements (exactly like how module slots filter the UI to only show valid modules).
- For the character inventory, apply the same "dimming" visual mask used when holding an item over a chest, but trigger it dynamically based on the burner's accepted fuel list.
- For the logistics check, if the item count is zero, render the slot with the existing red-background sprite used in the logistics UI.