The reverse of locate: a discrete in-game hotkey (reads player.selected on keypress, deliberately not a button) sends the selected entity's recipe and output to the app, and the web jumps to the relevant block.
Blocks are plans, not physical regions, so there is no direct entity-to-block link, only recipe association. Disambiguation:
- Exactly one block uses that recipe: navigate straight to it.
- Multiple blocks: open the factory resource view filtered to that good or recipe (it already lists producers and consumers per block) and let the user pick. Do not guess "closest", since blocks are not spatial.
- No block: a "no block plans this yet, create one?" nudge.
Mechanism: the mod sends {recipe, product} to the app over the bridge; the app stores a pending navigation; the web polls a small endpoint and routes when one lands (the browser is separate from the server). This reuses the existing bridge and resource drawer, with no new UI buttons.
A better-than-recipe future option is to let the player tag a physical region or set of entities as "block X" in-world for a direct mapping. That is a bigger feature; recipe association is v1.
The reverse of locate: a discrete in-game hotkey (reads
player.selectedon keypress, deliberately not a button) sends the selected entity's recipe and output to the app, and the web jumps to the relevant block.Blocks are plans, not physical regions, so there is no direct entity-to-block link, only recipe association. Disambiguation:
Mechanism: the mod sends
{recipe, product}to the app over the bridge; the app stores a pending navigation; the web polls a small endpoint and routes when one lands (the browser is separate from the server). This reuses the existing bridge and resource drawer, with no new UI buttons.A better-than-recipe future option is to let the player tag a physical region or set of entities as "block X" in-world for a direct mapping. That is a bigger feature; recipe association is v1.