Friday Facts #212 - The GUI update (Part 1)

Regular reports on Factorio development.
User avatar
DanGio
Filter Inserter
Filter Inserter
Posts: 398
Joined: Sat May 10, 2014 6:22 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by DanGio »

I think... That is very hard for me, a non-GUI specialist, to send you good advice ! Some ideas come to my mind, but what if they're the common bullshit ideas every GUI noob comes with ? :D

I'd risk one : perhaps a little too much of "volumetric borders" (the ones that are clear at the top and dark at the bottom) ? Some are good, but now there seem to be volume in a volume in a volume in etc...

Anyway this is since FFF-191 my most awaited progress in the game development, and I like very much what you're planning !
peet1993
Inserter
Inserter
Posts: 25
Joined: Fri Sep 01, 2017 8:46 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by peet1993 »

Wow this looks so awesome! A more interactive map view will help really much :)
maniak1349 wrote:New train UI is definitely looking good.
Will the stops and the rules be dragable?
This! Reorderable stops would really improve usability. Inserting a stop at the wrong place and having to remove and redo it is kinda tedious.
milo christiansen
Fast Inserter
Fast Inserter
Posts: 106
Joined: Thu Jul 30, 2015 7:11 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by milo christiansen »

That rust skin looks awesome. The numbers in the color picker are a little hard to read, but it would be easy enough to fix.
Cazadore
Burner Inserter
Burner Inserter
Posts: 19
Joined: Sat Dec 13, 2014 1:52 am
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by Cazadore »

to be able to select trainstops on the drag/zoomable map to add them to the scedule is such a huge step. esp if you got 20+ unique stations. holy macaroni i love it.
Matthias_Wlkp
Fast Inserter
Fast Inserter
Posts: 123
Joined: Mon Oct 10, 2016 11:28 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by Matthias_Wlkp »

Does this mean 1.0 will be delayed? I think it was mentioned somewhere that 0.16 was supposed to be the release candidate, which after debugging would become 1.0. Now we are talking about 0.17...

I don't mind, just curious.
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by Gergely »

Are the gui improvements you showed us in fff-191 going to be available in 0.16?

Because that is the change I want to see as soon as possible.
Last edited by Gergely on Fri Oct 13, 2017 8:40 pm, edited 1 time in total.
User avatar
irbork
Fast Inserter
Fast Inserter
Posts: 246
Joined: Fri Jul 04, 2014 1:17 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by irbork »

I love everything presented about new gui including its stylish looks :roll:
kane.nexus
Burner Inserter
Burner Inserter
Posts: 18
Joined: Sat May 07, 2016 10:54 am
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by kane.nexus »

Since you are reworking the train coloring window I would like to request that you add the ability to color the train based on an item's color (i.e. select a red science pot and the train's color is set to red, green science pot changes to green... etc) I have wanted my trains to be the color of it's cargo and I have a hard time finding good shades. I have seen mods that are able to do this and I think it is such a great idea that it could be incorporated into this GUI change.

On top of this request it would be nice if you could color different engines from the same GUI for example if you are running a double headed 3 engine train with 10 wagons (3-10-3) you could have 3 (mirrored on engines based on direction facing) or 6 (one for each engine) options of items to choose from to color the engines.

Thank you and keep up the awesome work!!!
quyxkh
Smart Inserter
Smart Inserter
Posts: 1031
Joined: Sun May 08, 2016 9:01 am
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by quyxkh »

Get something working, try to kick it up a notch.

Repeat.

Love it.

---

For adding a station, could you have an option to order the list by pathfinder distance from the train's current location or the currently-gui-selected stop?
deef0000dragon1
Long Handed Inserter
Long Handed Inserter
Posts: 67
Joined: Fri Jan 02, 2015 11:46 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by deef0000dragon1 »

Teraka wrote:
deef0000dragon1 wrote:Finally, I personally have always found it difficult to parse the train logic, so I am not always sure in what order the AND and OR conditionals apply. It may be useful to add parenthesis type conditionals or something to make it easier to read.
It doesn't solve the issue of it not being intuitive but here's an easy way to remember it: AND is like logical multiplication (1x0 = 0, 1x1 = 1) and OR is like logical addition (0+0 = 0, 0+1 = 1, 1+1 = ... well 1 but you get the idea), and just like for regular arithmetic, you resolve the multiplications before resolving the additions, so X AND Y OR Z = (X AND Y) OR Z.
Thanks. That helped me figure out order of operations. Unfortunately, as you said, UI is still an issue, and it makes things like
(q|w)&(e|r)
need to become become
(q&e)|(q&r)|(w&e)|(w&r)
which MAY show that the system needs a look over.
Jap2.0
Smart Inserter
Smart Inserter
Posts: 2377
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by Jap2.0 »

I'm drooling over that new GUI. Also, 0.17 confirmed - which I'm assuming means some extra stuff will be added as well, because, you can't have a majority of the devs doing nothing forf the final version (assuming that 0.17 will be the final version). Also, 0.16... soon. I really need to get better at waitng for things, it appears.
There are 10 types of people: those who get this joke and those who don't.
User avatar
Ohz
Fast Inserter
Fast Inserter
Posts: 199
Joined: Tue Feb 03, 2015 11:40 am
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by Ohz »

I don't like the look of the new GUI, even if I am all into all the quality of life improvments offers.

But fuck me, I'm here since 0.11 and it's your game.

You have my thumb up.
I'm not english, sorry for my mistakes
mordof
Burner Inserter
Burner Inserter
Posts: 5
Joined: Fri Oct 13, 2017 8:45 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by mordof »

Registered an account to post...
stretch611 wrote:I'm probably in the minority here... but can you avoid the transparent windows please; or at least have an option to turn them off.
This. I would very much appreciate an option to turn off transparent windows as well. I think they look really nice, but it hinders clarity especially for certain items/situations. I'd much rather have a flat background color.
Kyralessa
Filter Inserter
Filter Inserter
Posts: 573
Joined: Thu Sep 29, 2016 5:58 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by Kyralessa »

I think others have touched on this... The current paradigm is that you pick a train and then you design a route for it.

I feel like it would make more sense to design a route, and then assign that route to one or more trains.

You could keep a set of routes like a set of blueprints.

You could copy a route and then modify it: For instance, use this "Drop off at iron ore processing" route but with this iron ore patch instead.

You could also modify a route and have all the trains assigned to it change, as when you want trains hauling iron ore to keep hauling it, but from a different patch.
TehDwArF
Burner Inserter
Burner Inserter
Posts: 11
Joined: Sun Mar 23, 2014 9:30 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by TehDwArF »

A few of quality of life improvements I would like for the GUI.
  • Destinations should drag-able (or use up/down arrows) in order to rearrange the station list.
  • The ability to switch a destination but keep the current wait conditions (useful for decommissioning a mining outpost and using the trains for other outposts).
  • An option to have a train automatically switch to manual mode upon arrival at a designated station (personal and outpost building trains would massively benefit).
  • A slim mode where only the stations are listed and the conditions are hidden, view-able by expanding the menu by clicking the station.
Not GUI related but as others have mentioned, having train groups would be really cool. Similar to some Rail style games, you could then even add a schedule where the leave condition is based off of even spacing (timing of departure/arrival) of trains, or an always occupied mode where it departs if a new train has arrived and is waiting to come into the station.
The Eriksonn
Fast Inserter
Fast Inserter
Posts: 230
Joined: Wed Jun 08, 2016 6:16 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by The Eriksonn »

These Graphics are the best I have ever seen(i think), and i love the ctrl-click temp station feature. <3

And i love the path coloring.

and i love... wait... Everything!!!
AntiElitz
Filter Inserter
Filter Inserter
Posts: 456
Joined: Sat Aug 29, 2015 11:37 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by AntiElitz »

I love the new gui design! It's a huge improvement. I hope you also add an option to change the order of the train stations, this was a feature I was always missing.


I like Marcus idea of adding a texture to the gui A LOT ! It looks so much better with this rust skin already, it just doesn't fit the current game style. But in general i think you should work with adding textures to the games gui, to give it a professional look.
Tomik wrote:Like [Marcus] 猛虎爆進拳 proposed on Steam, I support his motion to add an Alternate Skin option for the GUI..for those of us who love the Fallout-y look of the game:
Image
liquidBacon
Burner Inserter
Burner Inserter
Posts: 6
Joined: Fri Dec 11, 2015 10:27 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by liquidBacon »

here's a thought (thank my brother), having a stop in a train schedule that the train visits on a condition (ex: low fuel)

maybe they would check the conditional stops first, then continue with their schedule before they leave a station

so you can have a refuel stop, and trains only visit it when their fuel is low;

or trains only go to the stations they have to, so if you're making more iron then copper, then the green circuit factory trains only go to the iron smelter when they're low/have no iron, letting them visit the copper smelter more often
Omarflyjoemacky
Fast Inserter
Fast Inserter
Posts: 104
Joined: Tue Nov 15, 2016 10:56 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by Omarflyjoemacky »

kane.nexus wrote:Since you are reworking the train coloring window I would like to request that you add the ability to color the train based on an item's color (i.e. select a red science pot and the train's color is set to red, green science pot changes to green... etc) I have wanted my trains to be the color of it's cargo and I have a hard time finding good shades. I have seen mods that are able to do this and I think it is such a great idea that it could be incorporated into this GUI change.

On top of this request it would be nice if you could color different engines from the same GUI for example if you are running a double headed 3 engine train with 10 wagons (3-10-3) you could have 3 (mirrored on engines based on direction facing) or 6 (one for each engine) options of items to choose from to color the engines.

Thank you and keep up the awesome work!!!
I totally second this. Or an option to keep favorite colors... every new game I go to the internet to find the right numbers or iron ore, copper, etc.

I see that new sand there too... so much drool
"And then Bender ran."
pseudoart
Manual Inserter
Manual Inserter
Posts: 3
Joined: Fri Jun 02, 2017 3:03 pm
Contact:

Re: Friday Facts #212 - The GUI update (Part 1)

Post by pseudoart »

I hope we’ll be able to skin it and change layout.
Post Reply

Return to “News”