Factorio

Factorio

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Lufnar Jul 7, 2016 @ 7:18am
Possibility to see in what recipe each item is used for
For example if i would click specific button while my mouse was over a battery in tech tree or in my inventory it would show me all the recipes that battery is used for. And maybe another button to show how it's made.

Also, at the moment when you hover over the item it shows tooltip of how it's made and if it produces sideproducts. The problem is that i cant hower over the items shown on the tooltip to see what they are so i have to look for them based on the icon.

Basically something like "Not enough items" mod that is in minecraft would benefitt he game a great deal in my opinion. https://youtu.be/bd6X6117Ur4?t=208

Is something like that possible to be added officially or via mod?
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Showing 1-6 of 6 comments
KatherineOfSky Jul 7, 2016 @ 10:22pm 
As you play the game more, you will learn to recognize what each of the items are just by their icons. As you said, "how it's made" is already in the tooltip, and does not need to be added.

As far as "used in these recipes"... some of the ingredients are used in nearly ALL items in varying quantities and configurations, so it would be entirely unhelpful and make a huge mess of the UI. Again, as you play the game, you'll learn which bits go into others. If you really need a list, look at the wiki.
Lufnar Jul 8, 2016 @ 4:01am 
Originally posted by KatherineOfSky:
As you play the game more, you will learn to recognize what each of the items are just by their icons. As you said, "how it's made" is already in the tooltip, and does not need to be added.

As far as "used in these recipes"... some of the ingredients are used in nearly ALL items in varying quantities and configurations, so it would be entirely unhelpful and make a huge mess of the UI. Again, as you play the game, you'll learn which bits go into others. If you really need a list, look at the wiki.

I dont really see how it would make a mess out of the UI though, it all depends on how it would be implemented, see the example in the video.
I mean of course it's subject to opinion if these would be good quality of life improvements but i think it would be for new and veteran players. I've well over 60 hours into the game with and without mods and i certainly would benefit from something like that ^^
KatherineOfSky Jul 8, 2016 @ 6:38am 
The mess I was referring to would be the enormously long list of items that something is "craftable into".

Example: Iron plates: https://wiki.factorio.com/index.php?title=Iron_Plate
A component of _41_ different items...

When I mouse over, I do NOT want a huge UI window of 41 items blocking the rest of my inventory.

Besides, "craftable into" is almost irrelevant info. Because of the way the game works -- you need to research things to unlock them -- you simply need to find the ingredients for an item you currently want to make in your assembler... which is already displayed.

If you are trying to guess production ratios -- use factoratio, or experience. 60 hours is something like 2-3 playthroughs... not much.
Lufnar Jul 8, 2016 @ 7:23am 
Again, its all about how it would be implemented, obviously it would be bad design to do it like that and have it be intrusive. The system i was refering to wouldnt randomly pop-up a huge UI window to block anything for you. Basically what it boils down to is useful feature for SOME, and ignorable feature for the rest, the question of course is if there is large enough pool of people who'd find it useful to warrant the implementation i guess

I use plenty of mods and i usually research even stuff i dont need at the exact moment.
And I can only speak on my behalf and few others who i know to agree with me on this being a good info to have access in-game.

Try 0 playthroughs, but that's beside the point
Last edited by Lufnar; Jul 8, 2016 @ 7:25am
KatherineOfSky Jul 8, 2016 @ 7:43am 
Originally posted by Lufnar:
Try 0 playthroughs, but that's beside the point

Zero playthoughts? Awww...

It's not beside the point... it's exacly my point. With experience, (i.e. multiple playthroughs), you learn what to expect, memorize the recipes, etc. Playing at end-game for a long time, one gets used to only end-game items, and often forgets the initial products.

I've made at least 12-15 successful playthroughs, and have a couple long-running factories as well.

You're right -- if implemented in a non-disracting way, it would not bother players. The usefullness... eh, still not convinced.

ADV Jul 10, 2016 @ 5:41pm 
Everything requires iron stone coal copper water oil, and (late game) alien artefacts. As long as you stock pile those things, the rest will come naturally.

You really dont need to think too hardly about the middle-man components, only the raw 1st level stuff, which is listed in the tool tips.
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Date Posted: Jul 7, 2016 @ 7:18am
Posts: 6