Factorio

Factorio

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dustinduse May 19, 2019 @ 9:56am
How to use 0.16's hotbar in 0.17
Last night i attempted to play 0.17, the ui changes overall are welcome and look great. But I cant get used to the hotbar what so ever. I like to drag my items around a lot and now it just duplicates them around and i have to use middle mouse to remove the item. Its slightly annoying. Does anyone know a way to use 0.16's hotbar in 0.17?
Originally posted by Fel:
Originally posted by Saddlebag:
Quite alot said about the new toolbar but not a single player(couldnt find in the above text) did actualy explain for a noob like me how this thing actualy works, could anyone please help me
The basics of the hotbar is fairly simple, you click on an item from your inventory that you want to put in your hotbar and click on the empty slot of the hotbar you want to set as that item.
If the slot is not empty, middle click empties it.

Alternatively you can directly click on an empty slot without having an item in your "hand" and it will open a list of all of the items in the game (even those you don't have access to yet).
This way is for more advanced players than want to set their hotbar in advance when they have a down time (while running between places for example).

Only the hotbar that is at the top is "active" (meaning that pressing a number hotkey will only select from the active hotbar, if you use the hotbars with the mouse only it doesn't matter), you can cycle the shown hotbars with X.
Once something is set, you can either select it by clicking on it or by hitting the corresponding hotkey.

You can switch the hotbars that are shown by clicking on the number at the left of a bar and selecting what bar you want from the list of 10, or use Shift+ a number key to change the active hotbar.


And that's all there is to know about the hotbars really.
Maybe as an interesting note, you can put items that are not machines in your hotbar if you want to keep track of them or if you want to quickly access them to put them in machines (coal at the burner stage for example).
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Showing 1-15 of 37 comments
Fel May 19, 2019 @ 10:10am 
You will most likey have to get used to the new toolbar system.
It definitely takes a while at first but after a few hours you will start making full use of multiple toolbars at once, switching between them with keyboard shortcuts without even thinking about it.

The only mod that I found that could help with the whole duplicates shortcuts is this:
https://mods.factorio.com/mod/toolbarhotkeys
It's not exactly a perfect solution but it could help you in assigning and removing shortcuts.
(That being said, if your problem comes from dragging and dropping things without really thinking about it, a solution that revolves around hotkeys might not be the most suited because it sounds like you are using your mouse for everything instead of hotkeys).
[WV] SotS May 20, 2019 @ 2:18am 
Honestly theres no reason to go back. Its been a good change that has simplified the toolbar by a lot. Yeah it takes some getting used to but at least there is no more items randomly getting lost on your toolbar.

I have to be honest I personally always made minimal use of the toolbar anyways because I use the Pipette feature most of the time. And if not I usually pick the item once from inventory and use Pipette from there.

I am only really starting to use the toolbar but still Pipette works better for me :D
Zorz (Banned) May 20, 2019 @ 10:54pm 
Originally posted by Analog.SotS:
Honestly theres no reason to go back. Its been a good change that has simplified the toolbar by a lot. Yeah it takes some getting used to but at least there is no more items randomly getting lost on your toolbar.
u have to edit the toolbar each time u play on a new server.. so the toolbar is useless as long it doesn't save it global or as long we don't have an option to save it global..
piccolo255 May 21, 2019 @ 12:05am 
Originally posted by Zorz:
u have to edit the toolbar each time u play on a new server.. so the toolbar is useless as long it doesn't save it global or as long we don't have an option to save it global..
Are you saying that you didn't have to do that in 0.16, and the contents of your belt were saved between servers?
[WV] SotS May 21, 2019 @ 12:43am 
Your toolbar in 0.16 still needed to be set up every time you join a fresh game lol. Thats just slander right there.

Also in 0.16 your toolbar also could get messed up when you IE ran out of belt and picked up some inserters. The inserters would take the place of the belt unless you filtered the toolbar slot for belts only. Which was an additional click needed to set it up as compared to 0.17.

Freeing a slot in 0.17 is also one click less, as the slot is immediately freed as soon as you press MMB on it. In 0.16 if you had it filtered, you needed an extra click to take the item out and another one to place it in another slot.
Haron May 21, 2019 @ 1:54am 
Question: Why couldn’t the option for the toolbelt to mimic the old superficial functionality be added, that is to say add a toggle in the options menu for the toolbelt to autoplace a shortcut of any newly crafted items in the belt and remove them when the amount of an item reaches zero?

Also the option of dragging and dropping shortcuts without duplication, something I would like at least.
Last edited by Haron; May 21, 2019 @ 1:54am
[WV] SotS May 21, 2019 @ 3:58am 
Because that would be maintaining depricated code for no other reason than pleasing a partial set of your playerbase.

The new system surely has space for improvement and moving the shortcuts does sound like a good one.
Haron May 21, 2019 @ 5:53am 
The deprecated code excuse feels like a lazy cop out.

There was no need to remove new items appearing in the toolbar, it could have been a toggle.
There was no need to remove items vanishing from the toolbar once used, it could have been a toggle.
Icon duplication could have been a toggle.

Those are the only things that matter, the fact the old toolbar was a second inventory? Irrelevant. No one would notice once it was gone since it would appear functionally the same only now with new options.

It would have looked like they were giving us new things rather than taking away, instead they flubbed it and upset a chunk of the player base all in the name of code purity.

Such a waste of goodwill.
pat May 21, 2019 @ 6:37am 
Originally posted by Haron:
The deprecated code excuse feels like a lazy cop out.

You want the developers to completely revamp the new hotbar because YOU are too lazy to learn the new one???
AlexMBrennan May 21, 2019 @ 8:17am 
Also in 0.16 your toolbar also could get messed up when you IE ran out of belt and picked up some inserters
That only happened because you didn't set up correct filters.

All 0.17 has changed is that you are now required to learn about filters, which the players obviously resent because their way of doing things "just works".

Just like my mom resents being told about the ctrl-c shortcut because clicking on "Edit" and then clicking on "Copy" "just works". While wasting 10x more time.
Haron May 21, 2019 @ 4:20pm 
Oh I’m fine with it, I loved it out of the gate. This is more of a fun “devil's advocate” argument for me.

And a revamp isn't necessary, heck what I suggested could probably be modded in if the UI is malleable enough, I could be wrong I know nothing about mods or coding so take this with a pinch of salt.

but...

Is it really that hard to have a crafted items icon automatically appear in the first available quickbar slot if it isn't already on the bar?

Is it really that hard to have it vanish once it’s no longer in the inventory?

You moan about others being resistant to change but why are you so resistant to the idea of choice? Of letting people play the way they feel comfortable because the new system “just works” for you?
Fel May 21, 2019 @ 4:28pm 
What would solve a good part of the problem would be to have one of the hotbars be without filters, letting it have things appear and vanish depending on their availability.

(Also, it would be so nice if there was a shortcut that directly ordered the crafting of an item on the hotbar, it would make the new filters that much better, but maybe it is asking too much)
piccolo255 May 21, 2019 @ 7:08pm 
Originally posted by Haron:
Is it really that hard to have a crafted items icon automatically appear in the first available quickbar slot if it isn't already on the bar?

Is it really that hard to have it vanish once it’s no longer in the inventory?

You moan about others being resistant to change but why are you so resistant to the idea of choice? Of letting people play the way they feel comfortable because the new system “just works” for you?
Here's what the devs said[www.factorio.com] when the new quickbar was introduced:
This solves quite a few annoyances:
* No more random items appearing in the quickbar as you craft them.
* No more items moving to different slots when they get depleted and re-crafted.
* No more using the quickbar to carry things around.
* No more "will this be crafted to inventory or to the quickbar?".
* No more confusion when shift-clicking an item if it will go to the quickbar or the trash slots, or somewhere else.
* Guides the player to make proper shortcuts. Players are much more likely to remember shortcuts they created themselves.
* Player is in full control of the quickbar instead of the game trying to be 'smart'.
* Managing 1 inventory is simpler than managing 2 inventories.
* Relevant item counts.
Basically, it's probably not "hard" to implement that (besides the usual every-feature-you-add-you-have-to-support-until-forever), but it goes directly against half of their design goals for the quickbar. Not having the features you propose to put back was the entire motivation[www.factorio.com] behind the revamp.

BTW, having an item "vanish once it’s no longer in the inventory", would also mean that the new feature of ghost-placing quickbar items you no longer have is now useless.

All in all, without a significant proportion of the player base voicing their displeasure, I don't see them reimplementing those. And so far, there seems to be more people liking it then disliking it.
vts6482 May 22, 2019 @ 1:06am 
Originally posted by Analog.SotS:
Also in 0.16 your toolbar also could get messed up when you IE ran out of belt and picked up some inserters. The inserters would take the place of the belt unless you filtered the toolbar slot for belts only. Which was an additional click needed to set it up as compared to 0.17.
Except that in the early game (i.e. before construction bots) you probably want those inserters to go straight to your toolbar. Unfiltered slots were an opt-out feature that simply got axed.
[WV] SotS May 22, 2019 @ 1:21am 
It is much less an opt-out feature than a design choice made by the developers. Unfiltered slots that acted as additional carry space were something that was more of a constant pain in the A** than something that actually helped.
Items constantly ending up somewhere you dont want them especially if you dont manually filter your slots. One wondering where those machines one crafted just went. And so on.

Unfiltered slots were the sole reason I just simply abandoned the use of the toolbar as a whole and started to use the Pipette Tool almost exclusively so Id not have to mess with where the F my items are.

Now the toolbar is actually usefull instead of being a major piece of bull to deal with. And really there isnt any more extra workload added. Now we have 10 toolbars for free and no longer randomly lose stuff.

The biggest problem in bringing unfiltered slots back is that we now have 10 toolbars of which only two are ever displayed. So you would practically be asking to lose items on your toolbar even harder if they end up being put onto a toolbar that you currently dont have displayed. And I doubt you want that to happen.
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Date Posted: May 19, 2019 @ 9:56am
Posts: 37