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Mod UI: design pass and completion of the in-game panel #109

Description

@ApocDev

The in-game mod UI works but has never had a deliberate design pass — it reads as scaffolding. This issue covers both finishing its incomplete surfaces and giving the whole thing a coherent visual language that feels native to Factorio.

Current surfaces

  • Main panel (control.lua): a screen-frame sized to 60%×72% of the display, with a titlebar (title, connection LED, drag handle, close) and a tabbed pane. The Tasks tab is live; the Blocks tab is a "(Blocks viewer — coming soon.)" placeholder.
  • Production-block summary (summary.lua): the Helmod-style build sheet pushed from the web app — recipes/machines matrix, I/O, power, blueprint buttons. Cramped at its current width (Summary panel: make the production matrix fill a wider window #4).
  • Request-combinator planner (combinator.lua) and the task capture dialog (tasks.lua).
  • Styles (gui-styles.lua): split into an IN USE region and a large PALETTE region of exploration candidates that mirrors the web app's status colors — the split exists precisely because the design pass hasn't happened yet.

What "designed" means here

  • Native first: follow vanilla Factorio GUI conventions — proper frame anatomy (inside_shallow_frame, subheader frames, deep_frame_in_shallow_frame for lists), standard paddings and title-bar behavior — so the panel feels like part of the game, not a web page teleported in. Custom tinted styles should be reserved for the status/priority chips where they carry meaning.
  • Complete the Blocks tab: a real viewer of the project's blocks (name, icon, goal rate, health), with per-block "show summary" as the bridge to the existing build sheet.
  • Summary panel layout: absorb Summary panel: make the production matrix fill a wider window #4 — the production matrix should use available width, and the sheet's sections (recipes, I/O, power, logistics) need consistent section anatomy.
  • Tasks tab polish: the list/detail layout, priority badges, and capture dialog should share one spacing and typography rhythm.
  • Prune gui-styles.lua: promote what the final design uses into IN USE, delete the rest of the PALETTE region wholesale (it is explicitly marked as dead weight once the design ships).
  • Small affordances: the connection LED needs a clearer state story (connected / connecting / no app found, with the click-to-ping behavior discoverable), and the mod-gui button could use a proper PyOps icon instead of the borrowed logistic-network sprite.

Non-goals

  • No new data flows or bridge messages — this is presentation and completion of existing surfaces.
  • The web app's design system (docs/design.md) governs colors for shared semantics (status, priority) but NOT layout idioms — in-game follows Factorio conventions.

Closes #4 when the summary layout lands as part of this.

Verification is hands-on in-game (screenshots through the bridge), per the mod testing conventions in AGENTS.md.

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    , 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
     blocks
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    function addCopyButtons() {
    document.querySelectorAll('pre code').forEach(function(codeBlock) {
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    btn.textContent = 'Copy';
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    btn.onmouseover = function() { this.style.opacity = '1'; };
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    var observer = new MutationObserver(addCopyButtons);
    observer.observe(document.body, { childList: true, subtree: true });
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    } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
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    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    Mod UI: design pass and completion of the in-game panel · Issue #109 · ApocDev/pyops · GitHub
    Skip to content

    Mod UI: design pass and completion of the in-game panel #109

    Description

    @ApocDev

    The in-game mod UI works but has never had a deliberate design pass — it reads as scaffolding. This issue covers both finishing its incomplete surfaces and giving the whole thing a coherent visual language that feels native to Factorio.

    Current surfaces

    • Main panel (control.lua): a screen-frame sized to 60%×72% of the display, with a titlebar (title, connection LED, drag handle, close) and a tabbed pane. The Tasks tab is live; the Blocks tab is a "(Blocks viewer — coming soon.)" placeholder.
    • Production-block summary (summary.lua): the Helmod-style build sheet pushed from the web app — recipes/machines matrix, I/O, power, blueprint buttons. Cramped at its current width (Summary panel: make the production matrix fill a wider window #4).
    • Request-combinator planner (combinator.lua) and the task capture dialog (tasks.lua).
    • Styles (gui-styles.lua): split into an IN USE region and a large PALETTE region of exploration candidates that mirrors the web app's status colors — the split exists precisely because the design pass hasn't happened yet.

    What "designed" means here

    • Native first: follow vanilla Factorio GUI conventions — proper frame anatomy (inside_shallow_frame, subheader frames, deep_frame_in_shallow_frame for lists), standard paddings and title-bar behavior — so the panel feels like part of the game, not a web page teleported in. Custom tinted styles should be reserved for the status/priority chips where they carry meaning.
    • Complete the Blocks tab: a real viewer of the project's blocks (name, icon, goal rate, health), with per-block "show summary" as the bridge to the existing build sheet.
    • Summary panel layout: absorb Summary panel: make the production matrix fill a wider window #4 — the production matrix should use available width, and the sheet's sections (recipes, I/O, power, logistics) need consistent section anatomy.
    • Tasks tab polish: the list/detail layout, priority badges, and capture dialog should share one spacing and typography rhythm.
    • Prune gui-styles.lua: promote what the final design uses into IN USE, delete the rest of the PALETTE region wholesale (it is explicitly marked as dead weight once the design ships).
    • Small affordances: the connection LED needs a clearer state story (connected / connecting / no app found, with the click-to-ping behavior discoverable), and the mod-gui button could use a proper PyOps icon instead of the borrowed logistic-network sprite.

    Non-goals

    • No new data flows or bridge messages — this is presentation and completion of existing surfaces.
    • The web app's design system (docs/design.md) governs colors for shared semantics (status, priority) but NOT layout idioms — in-game follows Factorio conventions.

    Closes #4 when the summary layout lands as part of this.

    Verification is hands-on in-game (screenshots through the bridge), per the mod testing conventions in AGENTS.md.

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      , 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Mod UI: design pass and completion of the in-game panel · Issue #109 · ApocDev/pyops · GitHub
      Skip to content

      Mod UI: design pass and completion of the in-game panel #109

      Description

      @ApocDev

      The in-game mod UI works but has never had a deliberate design pass — it reads as scaffolding. This issue covers both finishing its incomplete surfaces and giving the whole thing a coherent visual language that feels native to Factorio.

      Current surfaces

      • Main panel (control.lua): a screen-frame sized to 60%×72% of the display, with a titlebar (title, connection LED, drag handle, close) and a tabbed pane. The Tasks tab is live; the Blocks tab is a "(Blocks viewer — coming soon.)" placeholder.
      • Production-block summary (summary.lua): the Helmod-style build sheet pushed from the web app — recipes/machines matrix, I/O, power, blueprint buttons. Cramped at its current width (Summary panel: make the production matrix fill a wider window #4).
      • Request-combinator planner (combinator.lua) and the task capture dialog (tasks.lua).
      • Styles (gui-styles.lua): split into an IN USE region and a large PALETTE region of exploration candidates that mirrors the web app's status colors — the split exists precisely because the design pass hasn't happened yet.

      What "designed" means here

      • Native first: follow vanilla Factorio GUI conventions — proper frame anatomy (inside_shallow_frame, subheader frames, deep_frame_in_shallow_frame for lists), standard paddings and title-bar behavior — so the panel feels like part of the game, not a web page teleported in. Custom tinted styles should be reserved for the status/priority chips where they carry meaning.
      • Complete the Blocks tab: a real viewer of the project's blocks (name, icon, goal rate, health), with per-block "show summary" as the bridge to the existing build sheet.
      • Summary panel layout: absorb Summary panel: make the production matrix fill a wider window #4 — the production matrix should use available width, and the sheet's sections (recipes, I/O, power, logistics) need consistent section anatomy.
      • Tasks tab polish: the list/detail layout, priority badges, and capture dialog should share one spacing and typography rhythm.
      • Prune gui-styles.lua: promote what the final design uses into IN USE, delete the rest of the PALETTE region wholesale (it is explicitly marked as dead weight once the design ships).
      • Small affordances: the connection LED needs a clearer state story (connected / connecting / no app found, with the click-to-ping behavior discoverable), and the mod-gui button could use a proper PyOps icon instead of the borrowed logistic-network sprite.

      Non-goals

      • No new data flows or bridge messages — this is presentation and completion of existing surfaces.
      • The web app's design system (docs/design.md) governs colors for shared semantics (status, priority) but NOT layout idioms — in-game follows Factorio conventions.

      Closes #4 when the summary layout lands as part of this.

      Verification is hands-on in-game (screenshots through the bridge), per the mod testing conventions in AGENTS.md.

      Metadata

      Metadata

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      No one assigned

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        area: factorio-modIn-game UI, Lua control scripts, settings, packagingarea: uiFactorio in-game UI and controlsenhancementNew feature or request

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        , 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Mod UI: design pass and completion of the in-game panel · Issue #109 · ApocDev/pyops · GitHub
        Skip to content

        Mod UI: design pass and completion of the in-game panel #109

        Description

        @ApocDev

        The in-game mod UI works but has never had a deliberate design pass — it reads as scaffolding. This issue covers both finishing its incomplete surfaces and giving the whole thing a coherent visual language that feels native to Factorio.

        Current surfaces

        • Main panel (control.lua): a screen-frame sized to 60%×72% of the display, with a titlebar (title, connection LED, drag handle, close) and a tabbed pane. The Tasks tab is live; the Blocks tab is a "(Blocks viewer — coming soon.)" placeholder.
        • Production-block summary (summary.lua): the Helmod-style build sheet pushed from the web app — recipes/machines matrix, I/O, power, blueprint buttons. Cramped at its current width (Summary panel: make the production matrix fill a wider window #4).
        • Request-combinator planner (combinator.lua) and the task capture dialog (tasks.lua).
        • Styles (gui-styles.lua): split into an IN USE region and a large PALETTE region of exploration candidates that mirrors the web app's status colors — the split exists precisely because the design pass hasn't happened yet.

        What "designed" means here

        • Native first: follow vanilla Factorio GUI conventions — proper frame anatomy (inside_shallow_frame, subheader frames, deep_frame_in_shallow_frame for lists), standard paddings and title-bar behavior — so the panel feels like part of the game, not a web page teleported in. Custom tinted styles should be reserved for the status/priority chips where they carry meaning.
        • Complete the Blocks tab: a real viewer of the project's blocks (name, icon, goal rate, health), with per-block "show summary" as the bridge to the existing build sheet.
        • Summary panel layout: absorb Summary panel: make the production matrix fill a wider window #4 — the production matrix should use available width, and the sheet's sections (recipes, I/O, power, logistics) need consistent section anatomy.
        • Tasks tab polish: the list/detail layout, priority badges, and capture dialog should share one spacing and typography rhythm.
        • Prune gui-styles.lua: promote what the final design uses into IN USE, delete the rest of the PALETTE region wholesale (it is explicitly marked as dead weight once the design ships).
        • Small affordances: the connection LED needs a clearer state story (connected / connecting / no app found, with the click-to-ping behavior discoverable), and the mod-gui button could use a proper PyOps icon instead of the borrowed logistic-network sprite.

        Non-goals

        • No new data flows or bridge messages — this is presentation and completion of existing surfaces.
        • The web app's design system (docs/design.md) governs colors for shared semantics (status, priority) but NOT layout idioms — in-game follows Factorio conventions.

        Closes #4 when the summary layout lands as part of this.

        Verification is hands-on in-game (screenshots through the bridge), per the mod testing conventions in AGENTS.md.

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          area: factorio-modIn-game UI, Lua control scripts, settings, packagingarea: uiFactorio in-game UI and controlsenhancementNew feature or request

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          , 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Mod UI: design pass and completion of the in-game panel · Issue #109 · ApocDev/pyops · GitHub
          Skip to content

          Mod UI: design pass and completion of the in-game panel #109

          Description

          @ApocDev

          The in-game mod UI works but has never had a deliberate design pass — it reads as scaffolding. This issue covers both finishing its incomplete surfaces and giving the whole thing a coherent visual language that feels native to Factorio.

          Current surfaces

          • Main panel (control.lua): a screen-frame sized to 60%×72% of the display, with a titlebar (title, connection LED, drag handle, close) and a tabbed pane. The Tasks tab is live; the Blocks tab is a "(Blocks viewer — coming soon.)" placeholder.
          • Production-block summary (summary.lua): the Helmod-style build sheet pushed from the web app — recipes/machines matrix, I/O, power, blueprint buttons. Cramped at its current width (Summary panel: make the production matrix fill a wider window #4).
          • Request-combinator planner (combinator.lua) and the task capture dialog (tasks.lua).
          • Styles (gui-styles.lua): split into an IN USE region and a large PALETTE region of exploration candidates that mirrors the web app's status colors — the split exists precisely because the design pass hasn't happened yet.

          What "designed" means here

          • Native first: follow vanilla Factorio GUI conventions — proper frame anatomy (inside_shallow_frame, subheader frames, deep_frame_in_shallow_frame for lists), standard paddings and title-bar behavior — so the panel feels like part of the game, not a web page teleported in. Custom tinted styles should be reserved for the status/priority chips where they carry meaning.
          • Complete the Blocks tab: a real viewer of the project's blocks (name, icon, goal rate, health), with per-block "show summary" as the bridge to the existing build sheet.
          • Summary panel layout: absorb Summary panel: make the production matrix fill a wider window #4 — the production matrix should use available width, and the sheet's sections (recipes, I/O, power, logistics) need consistent section anatomy.
          • Tasks tab polish: the list/detail layout, priority badges, and capture dialog should share one spacing and typography rhythm.
          • Prune gui-styles.lua: promote what the final design uses into IN USE, delete the rest of the PALETTE region wholesale (it is explicitly marked as dead weight once the design ships).
          • Small affordances: the connection LED needs a clearer state story (connected / connecting / no app found, with the click-to-ping behavior discoverable), and the mod-gui button could use a proper PyOps icon instead of the borrowed logistic-network sprite.

          Non-goals

          • No new data flows or bridge messages — this is presentation and completion of existing surfaces.
          • The web app's design system (docs/design.md) governs colors for shared semantics (status, priority) but NOT layout idioms — in-game follows Factorio conventions.

          Closes #4 when the summary layout lands as part of this.

          Verification is hands-on in-game (screenshots through the bridge), per the mod testing conventions in AGENTS.md.

          Metadata

          Metadata

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          No one assigned

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            area: factorio-modIn-game UI, Lua control scripts, settings, packagingarea: uiFactorio in-game UI and controlsenhancementNew feature or request

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            , 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Mod UI: design pass and completion of the in-game panel · Issue #109 · ApocDev/pyops · GitHub
            Skip to content

            Mod UI: design pass and completion of the in-game panel #109

            Description

            @ApocDev

            The in-game mod UI works but has never had a deliberate design pass — it reads as scaffolding. This issue covers both finishing its incomplete surfaces and giving the whole thing a coherent visual language that feels native to Factorio.

            Current surfaces

            • Main panel (control.lua): a screen-frame sized to 60%×72% of the display, with a titlebar (title, connection LED, drag handle, close) and a tabbed pane. The Tasks tab is live; the Blocks tab is a "(Blocks viewer — coming soon.)" placeholder.
            • Production-block summary (summary.lua): the Helmod-style build sheet pushed from the web app — recipes/machines matrix, I/O, power, blueprint buttons. Cramped at its current width (Summary panel: make the production matrix fill a wider window #4).
            • Request-combinator planner (combinator.lua) and the task capture dialog (tasks.lua).
            • Styles (gui-styles.lua): split into an IN USE region and a large PALETTE region of exploration candidates that mirrors the web app's status colors — the split exists precisely because the design pass hasn't happened yet.

            What "designed" means here

            • Native first: follow vanilla Factorio GUI conventions — proper frame anatomy (inside_shallow_frame, subheader frames, deep_frame_in_shallow_frame for lists), standard paddings and title-bar behavior — so the panel feels like part of the game, not a web page teleported in. Custom tinted styles should be reserved for the status/priority chips where they carry meaning.
            • Complete the Blocks tab: a real viewer of the project's blocks (name, icon, goal rate, health), with per-block "show summary" as the bridge to the existing build sheet.
            • Summary panel layout: absorb Summary panel: make the production matrix fill a wider window #4 — the production matrix should use available width, and the sheet's sections (recipes, I/O, power, logistics) need consistent section anatomy.
            • Tasks tab polish: the list/detail layout, priority badges, and capture dialog should share one spacing and typography rhythm.
            • Prune gui-styles.lua: promote what the final design uses into IN USE, delete the rest of the PALETTE region wholesale (it is explicitly marked as dead weight once the design ships).
            • Small affordances: the connection LED needs a clearer state story (connected / connecting / no app found, with the click-to-ping behavior discoverable), and the mod-gui button could use a proper PyOps icon instead of the borrowed logistic-network sprite.

            Non-goals

            • No new data flows or bridge messages — this is presentation and completion of existing surfaces.
            • The web app's design system (docs/design.md) governs colors for shared semantics (status, priority) but NOT layout idioms — in-game follows Factorio conventions.

            Closes #4 when the summary layout lands as part of this.

            Verification is hands-on in-game (screenshots through the bridge), per the mod testing conventions in AGENTS.md.

            Metadata

            Metadata

            Assignees

            No one assigned

              Labels

              area: factorio-modIn-game UI, Lua control scripts, settings, packagingarea: uiFactorio in-game UI and controlsenhancementNew feature or request

              Projects

              No projects

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              No milestone

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              , 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); })(); Mod UI: design pass and completion of the in-game panel · Issue #109 · ApocDev/pyops · GitHub
              Skip to content

              Mod UI: design pass and completion of the in-game panel #109

              Description

              @ApocDev

              The in-game mod UI works but has never had a deliberate design pass — it reads as scaffolding. This issue covers both finishing its incomplete surfaces and giving the whole thing a coherent visual language that feels native to Factorio.

              Current surfaces

              • Main panel (control.lua): a screen-frame sized to 60%×72% of the display, with a titlebar (title, connection LED, drag handle, close) and a tabbed pane. The Tasks tab is live; the Blocks tab is a "(Blocks viewer — coming soon.)" placeholder.
              • Production-block summary (summary.lua): the Helmod-style build sheet pushed from the web app — recipes/machines matrix, I/O, power, blueprint buttons. Cramped at its current width (Summary panel: make the production matrix fill a wider window #4).
              • Request-combinator planner (combinator.lua) and the task capture dialog (tasks.lua).
              • Styles (gui-styles.lua): split into an IN USE region and a large PALETTE region of exploration candidates that mirrors the web app's status colors — the split exists precisely because the design pass hasn't happened yet.

              What "designed" means here

              • Native first: follow vanilla Factorio GUI conventions — proper frame anatomy (inside_shallow_frame, subheader frames, deep_frame_in_shallow_frame for lists), standard paddings and title-bar behavior — so the panel feels like part of the game, not a web page teleported in. Custom tinted styles should be reserved for the status/priority chips where they carry meaning.
              • Complete the Blocks tab: a real viewer of the project's blocks (name, icon, goal rate, health), with per-block "show summary" as the bridge to the existing build sheet.
              • Summary panel layout: absorb Summary panel: make the production matrix fill a wider window #4 — the production matrix should use available width, and the sheet's sections (recipes, I/O, power, logistics) need consistent section anatomy.
              • Tasks tab polish: the list/detail layout, priority badges, and capture dialog should share one spacing and typography rhythm.
              • Prune gui-styles.lua: promote what the final design uses into IN USE, delete the rest of the PALETTE region wholesale (it is explicitly marked as dead weight once the design ships).
              • Small affordances: the connection LED needs a clearer state story (connected / connecting / no app found, with the click-to-ping behavior discoverable), and the mod-gui button could use a proper PyOps icon instead of the borrowed logistic-network sprite.

              Non-goals

              • No new data flows or bridge messages — this is presentation and completion of existing surfaces.
              • The web app's design system (docs/design.md) governs colors for shared semantics (status, priority) but NOT layout idioms — in-game follows Factorio conventions.

              Closes #4 when the summary layout lands as part of this.

              Verification is hands-on in-game (screenshots through the bridge), per the mod testing conventions in AGENTS.md.

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                area: factorio-modIn-game UI, Lua control scripts, settings, packagingarea: uiFactorio in-game UI and controlsenhancementNew feature or request

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