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The system relies on setting up filters to view whichever part of your production settings is currently most relevant. There need to exist built-in filters that are generally useful, both for the new player experience and to serve as examples for setting up custom filters. At minimum, we should have the following filters:
All (self-explanatory)
Ores (look at game.entity_prototypes for things that have a resource_category that is not nil)
Raws (via game.item_prototypes where subgroup.name == "raw-material")
Intermediates (via game.item_prototypes where subgroup.name == "intermediate-product")
Fluids (game.fluid_prototypes, no further filtering needed)
Single Monitor (with a dropdown to select the monitor you want to track)
The system relies on setting up filters to view whichever part of your production settings is currently most relevant. There need to exist built-in filters that are generally useful, both for the new player experience and to serve as examples for setting up custom filters. At minimum, we should have the following filters:
game.entity_prototypes
for things that have aresource_category
that is not nil)game.item_prototypes
wheresubgroup.name == "raw-material"
)game.item_prototypes
wheresubgroup.name == "intermediate-product"
)game.fluid_prototypes
, no further filtering needed)...more?
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