apriori wrote:I haven't been thinking of buttons for decreasing count or removing items yet.
then: how did you want to continue playing after many "personal item requests" are increased and you are done placing the blueprint ?
apriori wrote:Looks like you hadn't understood the description or I wrote it too bad. This mod not only increases number of items that are already requested. This mod requests all items from blueprint. If some item hadn't been requested yet - it will be requested. If some item had already been requested - mod ensures, that requested count is not less than needed for selected blueprint.
yes, that's exactly what i understood. but take this as an example :
you always request 50 rails, 100 walls and no gates. now you select a blueprint which needs 60 rails, 80 walls and 10 gates.
result when only setting the new limits so that enough items are requested would be 60 rails, 100 walls and 10 gates. good enough to place the blueprint, but how do you undo that afterwards ? you would need to manually set rails back to 50, no need to change the walls, but you also would need to clear the gates. quite a lot of cleanup work to do, that i would like to avoid ...
by adding the numbers for the blueprint, you will temporarily have requests for 110 rails, 180 walls and 10 gates, and to clean everything up, you wait until all items have arrived, then subtract the blueprint (immediately and automatically being back to 50 rails, 100 walls and no gates), and then place the blueprint. done.
(if you place the blueprint before subtracting, some more items might be requested automatically; but as it is implemented in 0.13.x and probably also in 0.14.x, you even should be able to add the blueprint and immediately subtract it again, since the system remembers high numbers in requester chests and personal requester slots and delivers everything, at least as long as the items are available in some storage and don't have to be produced first).
apriori wrote:I'm already thinking of how to control requested count in requester chests, because current values madden me.
concerning the default quantities, it is quite difficult or even impossible to find a solution which fits every player, every playstyle and every situation. i think they did the best possible as new feature in 0.13.x: an option in the option settings to reduce the default number to 1. thus people can set items first, then increase the numbers, and not automatically be flooded with eg 500 artifacts when they only want to request 1 or 2 for making modules mk3. if you want other default values, there are some mods that change the defaults and can be configured in their control files.
the only problem when adding (instead of setting) values for BPs might be that the personal inventory often is quite full even without temporary storage for those BP items. that's why i had the idea of using the same principles for temporary requester chests.
apriori wrote:Also, I wouldn't like to add MOAR buttons, because of two reasons:
1. You cannot hide this GUI while holding blueprint, so it shouldn't be monstrous.
2. Some guys (like me) prefer playing with many mods, and they have many GUIs of these mods, so additional GUI... shouldn't be monstrous. ))
i completely agree. on my last game, i had so many icons (and some time display, etc) at the top of my big screen that they barely fit, and sometimes fell out off the right edge :-(
on your previous layout, you had 2x2 buttons for different multiplicators. i had tailored my suggestion so that (after reducing that to 1x2 buttons for +1x and +5x or +10x, and adding the subtraction buttons for -1x and -5x or -10x) you end up with the same total of 2x2 = 4 buttons again.
apriori wrote:PS: ... If someone has thoughts on this issue - you're welcome to offer.
Requirements: no (or minimum) text should be in the GUI, munimum elements, maximum clarity and functionality.
see above: my suggestion would have been identical in size (2x2 buttons) to your first design. and now that you do it with a text field for the number, i don't think that 2 buttons are too much. to add a third button for the subtraction, layout might be something like this:
- BP-buttons-1.png (13.54 KiB) Viewed 10365 times
another layout might be to have the picture button being a real usable button for setting the values, and only two other buttons for "+" and "-" ...
apriori wrote:EDIT: As I know, this mods should work with all Factorio versions since 0.13
maybe the mod works with 0.13 and 0.14, but the ingame mod portal and the ingame checks for mod versions won't allow it. when i try to download this mod with the latest stable version of factorio, i get an error to the effect of "mod not released for your version of factorio".
mods for 0.13 need to have "version: 0.13" in the json file, and for 0.14 it needs to be 0.14. thus there need to be two different versions of a mod which shall work with both factorio versions :-( an additional problem is that the stable version already has got updates which are newer than the first experimental 0.14 versions :-( discussions of these problems can be found in several other threads ...
when you use so many mods (see your quote above), you should have encountered that problem too: when using 0.14, lots of mods are not yet updated and thus big parts of old factories would not work any longer, but when using 0.13, many mods that are buggy are no longer supported in that version and thus another big part of factories might become unusable.
i spend my time with some test maps to check out some new and/or unknown mods, some big modpacks, etc to see which combination of mods i might use when enough mods are updated to 0.14, and by reading all descriptions of all other mods, including this.
maybe that's also why this answer got so long again :-)