Friday Facts #191 - Gui improvements

Regular reports on Factorio development.
Adael
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Re: Friday Facts #191 - Gui improvements

Post by Adael »

Keep on!, I love the changes!
hobarrera
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Re: Friday Facts #191 - Gui improvements

Post by hobarrera »

Minor nitpick: F1/F2/F3 are bad ideas since lots of modern laptops/keyboards don't have them (or rather, require fn+BrightnessDown to achieve F1).
bulldog98
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Re: Friday Facts #191 - Gui improvements

Post by bulldog98 »

I like the changes :D and I've been playing this game since around 0.9

One thing for the tabs please make them all have the same size otherwise the inventory jumps around relative to your mouse.
Inwoods
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Re: Friday Facts #191 - Gui improvements

Post by Inwoods »

These are all really fantastic.

As for F1 etc on laptops, people can rebind if desired.
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Jackalope_Gaming
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Re: Friday Facts #191 - Gui improvements

Post by Jackalope_Gaming »

These changes would definitely be welcome. Since we're talking about UI though, what about the assembler crafting UI? Especially on recipes with multiple outputs like oil refining, there is a gross problem where we don't actually get the names of the outputs if we hover over them within the UI itself. I proposed a change to this at viewtopic.php?f=6&t=45319 and https://www.reddit.com/r/factorio/comme ... ipes_with/ and hopefully something will be done about it.
QuirkyCat
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Re: Friday Facts #191 - Gui improvements

Post by QuirkyCat »

I like the changes. :)
BlackLight
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Re: Friday Facts #191 - Gui improvements

Post by BlackLight »

I really like this outlook. Many hours of thinking and rethinking had to have been spend on it. If you want my feedback, please do it as described.
You mentioned many points I unconsciously was annoyed by and now I'm annoyed by them even more.

Keep up the good work!
BradleyUffner
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Re: Friday Facts #191 - Gui improvements

Post by BradleyUffner »

Does this mean we could get multiple toolbars that we could cycle through? I could have my default toolbar, and additionally have a "Train" set, or a "Fluid" set for when I am focusing on those things.
Last edited by BradleyUffner on Fri May 19, 2017 5:28 pm, edited 1 time in total.
mnicolella
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Re: Friday Facts #191 - Gui improvements

Post by mnicolella »

All of these changes sound awesome and welcome.

And I guess I should go look up how to use filters :shock:
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<NO_NAME>
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Re: Friday Facts #191 - Gui improvements

Post by <NO_NAME> »

I have over 600 hours in Factorio and I like all this suggestions so I guess I'm weird or something.
Especially creating ghosts of things that you don't have in inventory would be very useful.
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!
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madpav3l
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Re: Friday Facts #191 - Gui improvements

Post by madpav3l »

I approve and like the quickbar change but the inventory/tabs change needs to be more tuned up. I think that default tab should be crafting, second logistics and last character as nobody cares about the character most of the time.
Also in combat how do I know what weapon I have equipped, do I need to go to inventory? That's a death...
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trad_emark
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Re: Friday Facts #191 - Gui improvements

Post by trad_emark »

I love it!
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Re: Friday Facts #191 - Gui improvements

Post by viveks711 »

Thumbs up to the change...

Also is there a reason why keys 6,7,8,9 & 0 are not mapped to the quick tool bar?
RandomEngy
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Re: Friday Facts #191 - Gui improvements

Post by RandomEngy »

Sounds awesome. I hate when the filtered toolbar slot is empty and the stack is somewhere in my inventory. Also being able to ghost-place without the item sounds great!

Would be cool to have a "last crafted" slot on the hotbar so you can easily grab and place whatever you just finished making.
Last edited by RandomEngy on Fri May 19, 2017 5:34 pm, edited 1 time in total.
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_alphaBeta_
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Re: Friday Facts #191 - Gui improvements

Post by _alphaBeta_ »

I say go for it. The quickbar really is annoying to use now. I constantly have to clear out the useless items that accrue there from crafting, and there's no quick way to do it. CTRL clicking on an empty cell clears the entire quickbar, including ones that have filters set. One inventory is the way to go, and I appreciate all the thought that went into this.

Make the game great as you said. Everyone will eventually adapt with varying levels of complaints. Remember that chances are, the silent majority is already with you on this.
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EstebanLB
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Re: Friday Facts #191 - Gui improvements

Post by EstebanLB »

By all means, please introduce all those UI and UX changes! They are REALLY needed, but dont forget about combat robot info in the character UI!
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Re: Friday Facts #191 - Gui improvements

Post by deef0000dragon1 »

hobarrera wrote:Minor nitpick: F1/F2/F3 are bad ideas since lots of modern laptops/keyboards don't have them (or rather, require fn+BrightnessDown to achieve F1).
presuming the devs dont go insane, those should be rebind-able. Though, it may be pertinent to change the default. I agree.


Outside that, I think that something that I may be important, but not sure how possible. Would it be possible to PIN the tabs open. For example, I would like to have my trash slots open along with my crafting window to see how much of something that I want to craft. This also makes it so that people can CHOSE if they want the tabbing design. (I personally like tabs.)
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Re: Friday Facts #191 - Gui improvements

Post by zyklame »

Can we have these changes now or do we have to wait?
They are a huge improvement over what we have now.
gr0mpel
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Re: Friday Facts #191 - Gui improvements

Post by gr0mpel »

im playing factorio since 0.6 (might even be 0.5).
Yes - the factorio ui has some quirks that a player gets used to.
And YES PLEASE CHANGE IT!!!! :D :D :D :D
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