Different suggestions
Posted: Mon May 08, 2017 9:16 am
Hi
Here some suggestions of interfaces (not in a correct order, sorry!), that would make the jobs of modders a lot easier
- A method to add items directly in a circuit network (For now, we have to go through a constant combinator)
- Consider any item as connectable through wires green, red and copper (For now, we have to add an invisible item of type electric pole)
- Add tabs for gui elements. Ideally, instead of creating a new window each time a mod open a top, left or center window, it adds a tab to the existing window
- Add invisible gui elements (Well, flow can do the job actually, but it would be proper)
- choose-elem-button is great, but we have too choose the kind of element. What if I want to display entities and items... or all kind, like for the constant combinator? Besides, fluid are missing
- Mix sprite button and button in one-> If sprite attribute is filled, then it becomes a sprite button. If caption is filled, it becomes a button. If both are filled, it display the image of the item with the quantity (like for... constant combinator... ok, I have some obsession with this item!)
- raise an event when an item is clicked. This would be easier to manage the open of guis, and actually avoid to go through tick events (Those are already overloaded)
- provide a up-to-date list of all types and their methods as xml list (-> Transform the current API pages as XML). This one -for me- is for my next app -> Provide a development environment dedicated to Factorio (Not sure I will make it, but I'll try)
- Ensure that methods from one mod cannot be accessed from another mod -> Lots of bugs on my mods came from that. Everything worked fine on my system because I was actually calling functions from other mods. When people used my mods without those of others, it crashed!
- Retrieve items using their unit_number (i.e., create/give access to a dictionary unit_number->item). This dictionary would be related to the game
- Give unit_number to train
- Create groups for train stations. Thus, we can define if a train goes to a specific train station (because this one is on an outpost which need refuel) or to a train station of a kind (for example this train goes to an "ore resource" outpost, any of this kind)
- Allow us to detect middle and right click (Already mentioned in another post)
I think that's all for today
- Improve the mod portal : We may receive an email each time someone posts something on one of our mods.
Thanks
Hermios
Here some suggestions of interfaces (not in a correct order, sorry!), that would make the jobs of modders a lot easier

- A method to add items directly in a circuit network (For now, we have to go through a constant combinator)
- Consider any item as connectable through wires green, red and copper (For now, we have to add an invisible item of type electric pole)
- Add tabs for gui elements. Ideally, instead of creating a new window each time a mod open a top, left or center window, it adds a tab to the existing window
- Add invisible gui elements (Well, flow can do the job actually, but it would be proper)
- choose-elem-button is great, but we have too choose the kind of element. What if I want to display entities and items... or all kind, like for the constant combinator? Besides, fluid are missing
- Mix sprite button and button in one-> If sprite attribute is filled, then it becomes a sprite button. If caption is filled, it becomes a button. If both are filled, it display the image of the item with the quantity (like for... constant combinator... ok, I have some obsession with this item!)
- raise an event when an item is clicked. This would be easier to manage the open of guis, and actually avoid to go through tick events (Those are already overloaded)
- provide a up-to-date list of all types and their methods as xml list (-> Transform the current API pages as XML). This one -for me- is for my next app -> Provide a development environment dedicated to Factorio (Not sure I will make it, but I'll try)
- Ensure that methods from one mod cannot be accessed from another mod -> Lots of bugs on my mods came from that. Everything worked fine on my system because I was actually calling functions from other mods. When people used my mods without those of others, it crashed!
- Retrieve items using their unit_number (i.e., create/give access to a dictionary unit_number->item). This dictionary would be related to the game
- Give unit_number to train
- Create groups for train stations. Thus, we can define if a train goes to a specific train station (because this one is on an outpost which need refuel) or to a train station of a kind (for example this train goes to an "ore resource" outpost, any of this kind)
- Allow us to detect middle and right click (Already mentioned in another post)
I think that's all for today
- Improve the mod portal : We may receive an email each time someone posts something on one of our mods.
Thanks
Hermios