random assortment of UI and QoL thoughts

UI & UX
kennyb [ideas] · 1 year ago

as I've been playing the game, I've written down a few things that have caught my interest as most of them are pretty minor things.

small things

  • if I pause the vehicle depot right after a truck builds (before the animation completes), it will just sit on the driveway even though there are jobs
  • I can click on recover truck forever costing me 0.2 unity each time
  • (not really a bug) molten channel machines shouldn't have a truck import option

annoyances

  • automatically join pipes/belts together when ghost mode is the same (blue or grey) -- just watch how often JD misses a single tile belt/pipe
  • fuel trucks come over and deliver fuel to a bunch excavators refilling many of them, but there are still a few more just nearby (<20 tiles away) with low fuel, but the truck will go all the way back to the fuel station and wait there until that exc gets to 10% fuel and drives all the way back. all of the rest of the excs within range of the fuel truck (12 tiles?) all got refueled
  • pressing R for a belt/pipe that has an initial curve to it will straighten out the intiial curve and disconnect the pipe from it's starting port see the bug here
  • clicking on a pipe/belt/truck/machine puts the popup panel right over where I just clicked, making it difficult to see or click on the next thing. I want the panel to pop up similar to the world map where the window is offset a bit from what I just clicked on. this is especially annoying when I want to check on a row of different machines and the popup blocks my view.
  • the cargo ship should take off as soon as it has the minimum materials required to fill the contract (right now, it keeps waiting for the animation to finish, and if there's a trickle of materials coming in on a belt, by the time the animation is done, it'll see there are more materials (instead of the contract being satisfied) and load another few items on the ship)
  • I want to use next/prev tier for tanks/boxes but it will only cycle through ones that are the same size (storage 1/2 or 3/4) yet smoke stacks, ore sorters, and bridges cycle correctly to the bigger version

small UI improvements

  • flat/loose lifts don't show height tooltip telling me how tall it is in its second phase of construction
  • if I pick up a lift ghost and press F, it changes its orientation instead of swapping ports
  • ore sorting plant ports don't update when changing their port (only updates after I deselect the machine & reselect it)
  • now that buckets show deliverles to/from the bucket, it'd be nice to know if there are deliveries to a construction job (and maybe the fuel stations) as well
  • it's really cool to be able to cut a ghost belt/pipe use the next/prev tier with the hotkey.
  • upgrade/downgrade ghost belts/pipes (probably looks like the up/down chevrons upgrade button -- and maybe downgrade costs the same as deleting the entity with unity and rebuilding it with unity (unless done by trucks like a deconstruct)

bonus bugs

  • adding limestone recipe to existing exhaust scrubber in U2 save, does not show the limestone input port or slag output port [[TODO: add save file]]
  • ctrl+click on the machine in the research panel does not select the machine and close the research window
  • exhaust stats does not distinguish between dumped/disposed (out of a smokestack) vs consumed (into a stripper)
  • right-click on product in the right stats bar does not open up codex (I have to left-click on the poduct then right-click on icon to the right of the search bar in the stats page)
  • repair damaged cargo ship, then load part of the materials on the ship. press the pause button and all of the materials vanish. (my shipyard is overloaded -- which may be why) [[TODO: add save file]]
  • adding a new recipe to an assembler (like say VP1 to asm1 after researching vehicles and mining) does not inherit the larger buffer size of "can import" setting (toggling it fixes it though) [[TODO: add save file]]
  • an old bug but I figured out that the problem with the tree harvester tree being off comes from the angle of the terrain that it's standing on: ie, if the tree is on a slope, the tree harvester will have the tree offset by that slope angle and also a log in the hands of the harvester [[TODO: add save file]]
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