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View Code? Open in Web Editor NEWGraphing App for Satisfactory Game
Home Page: https://satisgraphtory.com
Graphing App for Satisfactory Game
Home Page: https://satisgraphtory.com
Add a check box to 'show grid'.
UX: check box in settings, adds a slightly darker grid that indicates where objects will snap to when 'snap-to-grid' is checked. Disabled if 'snap-to-grid' is not checked.
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When building different layouts it would useful to add a node that outputs a user selected resource at a user specified rate. Instead of having to graph out the entirety of, say, a copper ingot factory, a user could just place a source, select copper, and specify 120 per minute.
As a user I want to select multiple items and drag them all and drop them, retaining all connections within the selection and to objects outside the selection, and retaining relative positions within the selection.
Selection is the same selection as copy/paste (#4 )
UX: hold a modifier key (shift/ctrl/alt/whatever), click on anything that's NOT an object, drag around your selection, let go of everything.
Allow users to update the MK level of an object (including belts) by select, then shift-scroll wheel. Only available when a single object is selected.
Have an area of the canvas that contains assignable quick slots where the user can hit 1 to place an object of the type that's in slot 1, 2 for slot 2, etc.
UX to suggest layout
First of all I want to thank you for creating this awesome tool, it has helped me many times. I wanted to use Satisgraphtory on my iPad but I realized that a keyboard is reqired to use it. You May want to provide a different input method for creating belts on touch devices.
In addition to 'shift-click-drag' to create a belt, add new methods of adding belts:
1> Click on the arrow coming out of an object and drag to destination
Allow the output lines to be set with which product should come out.
This seems like just click on the output arrow/belt, and select the item
As a user, I am able to export an image in PNG format that includes the entire layout I have constructed.
Include a small margin around the edge so that any numbers aren't cut off, and leave a little gap outside of that for readability.
Have a screenshot button in the top bar (UX person, weigh in on location, look, etc)
As a user, I want to
select multiple items
be able to issue the command to copy (leave the original) OR
be able to issue the command to cut (remove the original)
Then, issue the command to paste, resulting in a duplicate of the original selection. This does not include connections to items outside the selection.
UX: can we do ctlr-x/ctrl-c/ctrl-v? That's the optimal pattern. Also include buttons in top bar or in the main canvas when a multi-item selection is active.
See #3 which requires the same selection tool
As a user, I want to save my layouts for later editing, and load them whenever I wish to edit them.
UX: Save/Load in top bar
Calculate power load for all items in the layout.
UX: visual indicator on display. UX designer, please weigh in.
Limit it? Tracking too many changes is memory intensive
Have a settings in the settings menu to add 'Dark mode'.
UX person to detail colors for dark mode
Any feature for saving current graph?
The closest one I found is the share button, and it doesn't seem to work.
More explanation needed
Explanation of icons, numbers next to objects or on belts, etcetera, in the (?) option. Perhaps tabs or some other easy to read help system
UX to weigh in on how to present information
In the settings panel, allow users to set the default level for all objects, including belts.
When you connect a belt with specific contents to an object that already contains an input with that same contents, add a merger prior to the receiving object.
For instance, you have iron ingots going into a rods constructor. You add another iron ingots belt into that constructor. Create a merger that accepts both inputs, and outputs to the constructor, moving the belt that was previously going to the constructor to the merger.
Automatically re-analyze after every change to the layout
Could be computationally expensive if it's a complex layout
This is an opt-in option in the settings area
When I attempted the optimization algorithm, it led to one machine being overclocked to 237%, and another of the same type being underclocked to 25%.
All machines at a specific point in the chain (i.e. all smelters that feed from the same raw material source) should be over/underclocked to the same percentage.
https://satisgraphtory.com/#aDdobGs%3D
Look at the splitter inputs. The bottom one is taking in wire, but says Rubber in. The top one is taking in rubber, but says Wire in.
As per tehalexf:
"Optimize does indeed work, but I'm rewriting it from scratch. Auto-optimize may mess with your stuff so I want to put in some options for auto-optimize otherwise people will get mad"
In the game unused resources are available for other output of splitters.
Clarification needed
Allow more than one output from a single splitter to go to a single merger.
Example: If your splitting 30 into 3 parts of 10, allow a merger to accept 2 of those to make 20.
See #5
New objects that handle power generation (biomass burner, coal, geothermal, nuclear, fuel generator)
When a splitter A has a belt that leads to another splitter B, and Splitter B has no output, Splitter A still divides its output by the number of belts attached. That's not reflected in the game.
When the user attempts to link two objects from a non-splitter output object, create a splitter and link the original output to the splitter, and all outputs from the splitter to the various connections.
Create a modal or other screen that contains all settings.
Instead of the settings box in lower left of screen, have a gear icon in top bar that opens a settings modal window (with scrollbar if necessary) that contains all settings options.
Have a checkbox setting for automatically optimizing all structures in the layout.
Presumes optimization does what's intended
It would be nice to know how much of a raw material a machine uses.
For instance, if you have an assembler making stitched plates, you know how much wire it's using, but you don't know how much of the original resource you used to make that wire. If it's all copper, it's one value, if you're using the iron wire recipe, it's a different value, if you're using the alternate iron ingot recipe, it's yet another value...etc. Have a tooltip or some other way of showing how much of the material furthest back in the chain is used for THIS factory and for ALL factories with this recipe. I say "furthest back in the chain" because you could have a container as your source of iron ingots, and you odn't know how those ingots were made. So you calculate the number of ingots.
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