I don't think, that he did it by hand as there are easy to use tools for that.wren6991 wrote:Tell me you didn't write out those tags by handBrathahn wrote:Oh boy, i can see the rainbows in the chat from here!
Friday Facts #237 - Rich & interactive text
Re: Friday Facts #237 - Rich & interactive text
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Re: Friday Facts #237 - Rich & interactive text
Regarding text: a monospaced font option would be super sweet.
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Re: Friday Facts #237 - Rich & interactive text
Also please add an option to trigger an control/mod command.
Something like:
Something like:
Code: Select all
Choose your proffession. [command=mymod-profession("miner")]Miner[/command], [command=mymod-profession("smith")]Smith[/command]...
Re: Friday Facts #237 - Rich & interactive text
Something better would be an actually logical system. I don't understand why everyone thinks Markdown is so great when it's not terribly user-friendly. Bbcode, on the other hand, is logical and straightforward for people to understand. Most bbcodes largely correspond to actual html elements with a handful of characters changed. (Primarily <> to [].) And considering their current examples look far more like bbcode it'd be more consistent to style text markdown as bbcode instead.Zomis wrote:Another nice feature would be to support *markdown*.
Re: Friday Facts #237 - Rich & interactive text
+1bNarFProfCrazy wrote:Also please add an option to trigger an control/mod command.
Something like:
Code: Select all
Choose your proffession. [command=mymod-profession("miner")]Miner[/command], [command=mymod-profession("smith")]Smith[/command]...
Re: Friday Facts #237 - Rich & interactive text
Is there a planned ETA for 0.17? Not asking for a date, more a "we think maybe June/July" or something vague, just to have an idea.
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Re: Friday Facts #237 - Rich & interactive text
I just realised how awesome it will be to have icons in station names. No more mess of white and red text.
Re: Friday Facts #237 - Rich & interactive text
I think StrangeLoopsGames with their Eco game figured the item/recipe/technology interactive text thing. I for one, prefer simpler syntax like markdown plus converting to interactive text specific keywords. Of course, that suppose there's a scheme to the name of stuff.
Re: Friday Facts #237 - Rich & interactive text
Quoting for visibility. This insanely handy in MMOs and ARPGs.pingger wrote:add the possibility to CTRL+Click (or similar) on an item or even place building and it automatically written to the chat bar, so we don't have to actually write [recipe=advanced-circuit] (I'm thinking of diablo 3 right there) ...
But nice feature
Re: Friday Facts #237 - Rich & interactive text
The developers generally know a about a month or so in advance that a (new) experimental release will be out.TheTom wrote:Is there a planned ETA for 0.17? Not asking for a date, more a "we think maybe June/July" or something vague, just to have an idea.
Since they haven't discussed a feature list for 0.17 yet, I believe the developers aren't far enough along to have a roadmap to release yet.
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Re: Friday Facts #237 - Rich & interactive text
Apart from this one viewtopic.php?f=3&t=678kylone wrote:The developers generally know a about a month or so in advance that a (new) experimental release will be out.TheTom wrote:Is there a planned ETA for 0.17? Not asking for a date, more a "we think maybe June/July" or something vague, just to have an idea.
Since they haven't discussed a feature list for 0.17 yet, I believe the developers aren't far enough along to have a roadmap to release yet.
Gotta love that thread. April 2013, the first published roadmap. Time elapsed until someone asks for belts to be nerfed: 15 hours.
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Re: Friday Facts #237 - Rich & interactive text
That's part of the PNG format. you can actually store all kinds of information in a PNG file.quyxkh wrote:One related thing I saw in Spore was, it'd embed creature blueprints in creature images. Could you examine images dropped in the blueprint-pasting box for text metas that look like blueprint strings?
Adobe Fireworks (Part of CS6, discontinued after. Apparently nobody used it, I thought it was decent) used layers, like a Photoshop lite, and saved EVERYTHING in the PNG file.
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Re: Friday Facts #237 - Rich & interactive text
I disagree, this idea will probably end well.dee- wrote:
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Re: Friday Facts #237 - Rich & interactive text
Very multiplayer oriented, I will never use all of those features personnally. But sounds amazing, good ideas
I'm not english, sorry for my mistakes
Re: Friday Facts #237 - Rich & interactive text
The developers actually know 3-6 months in advance that a new release will be out in a month.kylone wrote:The developers generally know a about a month or so in advance that a (new) experimental release will be out.
Re: Friday Facts #237 - Rich & interactive text
I agree, that big part of it is multiplayer oriented, but using the icons for stations/blueprints/saves might still be useful in singleplayer.Ohz wrote:Very multiplayer oriented, I will never use all of those features personnally. But sounds amazing, good ideas
Re: Friday Facts #237 - Rich & interactive text
Especially if it would be possible to filter station names containing icons, then you would just see your production related stations.kovarex wrote:I agree, that big part of it is multiplayer oriented, but using the icons for stations/blueprints/saves might still be useful in singleplayer.Ohz wrote:Very multiplayer oriented, I will never use all of those features personnally. But sounds amazing, good ideas
Re: Friday Facts #237 - Rich & interactive text
This is probably the coolest feature now!
It brings back pleasant memories of something similar!
Years ago I played Anarchy Online - MMORPG in hard SF setting.
One of the absolutely coolest features it had was user-generated pages. It mainly got used on shop channel, raid interaction & org/clan management.
How it worked, is that user could post a link in text, that could contain clickable reference to item type, actual item or any game screen (like character sheet). It also allowed something much cooler - player could post a link to whole freaking PAGE that used game gui (game's help gui to be exact, not unlike interactive help pages in i.e. old Borland DOS IDE for Pascal/C, or 16-bit Widnows Help). That page could be formated using basic html-like tags, including text formating, tables, lists and item / type references. This way instead of spamming chat, players would post links to self-made custom 'shops'.
I don't remember how the textboxes were stored, if there was some per-player permanent clipboard and used message-id reference number, or if it was pasted as a whole, but it was freaking awesome.
I know Factorio role-play is far from being easy, but that would boost it considerably!
It brings back pleasant memories of something similar!
Years ago I played Anarchy Online - MMORPG in hard SF setting.
One of the absolutely coolest features it had was user-generated pages. It mainly got used on shop channel, raid interaction & org/clan management.
How it worked, is that user could post a link in text, that could contain clickable reference to item type, actual item or any game screen (like character sheet). It also allowed something much cooler - player could post a link to whole freaking PAGE that used game gui (game's help gui to be exact, not unlike interactive help pages in i.e. old Borland DOS IDE for Pascal/C, or 16-bit Widnows Help). That page could be formated using basic html-like tags, including text formating, tables, lists and item / type references. This way instead of spamming chat, players would post links to self-made custom 'shops'.
I don't remember how the textboxes were stored, if there was some per-player permanent clipboard and used message-id reference number, or if it was pasted as a whole, but it was freaking awesome.
I know Factorio role-play is far from being easy, but that would boost it considerably!
Veni, Vici, Spaghettici - never bus! (tm)
Re: Friday Facts #237 - Rich & interactive text
Very nice feature! ... i have many train stations and icons with color text help me with organize this chaos . Thank you