Update 3 UX/UI/improvements/bugs

UI & UX
kennyb [ideas] · 11 months ago

I've compiled a large list of things that I've noticed playing U3 so far...

UI improvements (no change to functionality)

  • separate upgrade and downgrade buttons like on the space station (for example, if I have T3 pipe, and I want to downgrade to T1, the procedure is quite involved: downgrade, move mouse out of the way, then hold mouse over and select downgrade -- when it should just be two clicks)
  • perhaps holding ctrl/shift could swap upgrade tool into downgrade tool
  • in bp list, I cannot use the scroll wheel to scroll while holding an item (say I want to put a bp at the bottom in a folder at the top)
  • when searching in blueprints, I want to be able to navigate to the folder where the bp is located (maybe like an icon similar to the "show in folder" one for save/load game -- or folder icon with an arrow)
  • user defined colors for mine/forestry tower areas (instead of only yellow/grey)
  • when hover over the edge of a mine/dump designation, show an icon (like a magnifying glass) next to the cursor that will take me over to the tower (or better yet selects it in another window -- or both).
  • when selecting a lift ghost (that's still on the ground), Q/E should be able to raise/lower the lift
  • cannot replace a lift with a different height lift (like I can with buildings)
  • when placing a lift ghost up to a port, automatically change the direction of the lift to match the port instead of showing port blocked icon
  • see a lift height tooltip like for belts/pipes
  • for all machines/trucks, there should be a "move camera to location" (usually it looks like a magnifying glass) so I can easily see which entity is which for each pinned panel (same functionality as "bring mansged area into view" for forestry/mine towers)
  • up/down tier keyboard shortcuts should be hotkeys for upgrade/downgrade while any entity is selected
  • up/down tier keyboard shortcuts should work while I'm laying down a belt/pipe (instead of having to place it, click on it, then press up/downgrade)
  • option for notification when vehicle is built in vehicle depot
  • notify when constructed notification
  • hotkey to delete a ghost (instead of having to press the X button)

pathfinder improvements

  • truck should path to nearby the dumping designation -- then once closeby, reserve the dumping designation
  • refuel truck should leave when total of all refuel targets are greater than its capacity (traveling to the next closest target that is less than 50% full) -- then go to each refuel target
  • refuel trucks also able to consider tanks that need to be filled as valid refill targets
  • have excs prioritise designations that are nearby to them (not the tower), so they're not constantly going laterally from one side to another when a mine tower is far away (then when they're too far away, they can recalculate)

bugs

  • unity for mass upgrade tool still uses old unity calculation
  • unity for truck still uses a flat 0.1U instead of 0.075 per product calculation (not complaining though because it's a lot cheaper)
  • recycling edict 3 doesn't depend on recycling edict 2
  • don't say "invalid route" when a storage is in deconstructing phase
  • holding ctrl and scrolling for storages doesn't cycle through all 4 types (like for example it does for crushers)
  • holding ctrl and scrolling doesn't work when a ghost belt/pipe/building is selected (assuming there's space, I assumed it would work, just like )

things that would be nice

  • dumping area in addition to mining area for mine control towers (so I can have them dump in a different location than they're mining)
  • set max output in/out rate for each port on a balancer
  • overlay to see per-building uptime over the last month -- something like green for 100% -- down to yellow 50% and then red for 0% (it doesn't even matter if the last 30d of uptime stats are saved in the save file)
  • ability to make/lease cargo ships -- or some other way to acquire them easier (I routinely have to pay 720 or 864 CP3 cause it takes so long for the price to go down)
    • it'd feel better to be able to put in an order for them (steel, electronics, VP1/2/3, rubber, unity, etc -- which gets delivered to the trade dock) -- then after some period of time (depending on the size/specs of the boat), it gets built and delivered (just like if I built a vehicle in a depot)
  • for built lifts, pressing Q/E could change the height and put it into an upgrade state with the parts difference to change the height (or the ability to replace a built lift with another one of different height)

things that don't make sense

  • there are a few machines that take CP3 to create and require maintenance 2 (glass maker 2, power generator 2, concrete mixer 3) -- shouldn't they take CP4 to make?
  • there are a bunch of machines that take CP4 to create and require maintenance 3.
    • it's understandable for data centers (cause presumably the maintenance is for the servers more than the racks)
    • it's also understandable for fast breeders cause they need EL3 to be built
  • data centers maintenace doesn't scale with the amount of servers installed?
  • internet module doesn't require anything relating to microchips? (maybe it's 56k... lol)
  • many things that have moving parts don't require maintenance
    • housing doesn't require maintenace?
    • lifts/balancers/storages don't require maintenance but belts do?
    • the ship gets damaged but doesn't require maintenance, especially after it leaves?
    • cargo ships don't require maintenance?
  • different sized cargo ships all cost the same
kennyb [ideas] · 10 months ago

a few more...

UI improvements (no change to functionality)

  • clicking on "done loading cargo for settlement" notice should take to see the shipyard
  • clicking on "not enough maintenance" notice should cycle through maintenance depots of maintenance type
  • holding shift while dragging points around in the mining/dumping areas should make the line snap to 0,45,90 degree angles (also 30 degrees?)
  • holding ctrl while dragging points in mining/dumping areas should snap to a 4x4 grid (ie, same as designations)

pathfinder improvements

  • when picking parts from deconstruction, the truck should pick up all all nearby sites with the same material type until he's full (then, figure out where to take it)
  • conserve fuel by doing multiple loads: let's say I'm building something near to my CP3 box that costs 180 CP3. three trucks will rush across the map to deliver one load (a total of let's say 3*(40+10)km), vs just one truck doing 3 loads: (total of 40+(3*10)km)
    • it looks really unnatural to see a bunch of trucks show up and take only one load
    • it also looks weird for a truck to show up, take one load, then go to do another job. another truck shows up does one load then goes to do another job
  • prioritise nearest job:
    • setting to give nearer jobs a priority boost of some amount (ie, with a setting of '5', a nearby 10 job will be prioritised over a distant 5 job)

bugs

  • changing dumping product for a tower (ie from rock to dirt) doesn't invalidate all trucks in-route to dump in the dumping area

things that would be nice

things that don't make sense

  • why can't a storage plug into a balancer but a lift can (it seems that any directional output port (ie, not a cargo module or balancer port) can be plugged into a balancer)

things I find annoying

  • the hitbox for a model is not visual. I can oftentimes spend quite a bit of time and angles trying to click on a pipe behind a buiilding or a farm whos hitbox is a bunch of invisible space (cracking units, farms and large storages come to mind)
  • copying a mine control tower or storage copies the trucks assigned to it. (I have never had an instance where I wanted to copy the number of trucks assigned to anything)
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