Alert Levels

Quality of life UI & UX
Ror [ideas] · 3 years ago

It would be useful if you could set some alerts to display differently than others. Maybe even set some alerts to auto-pause the game until you snooze it.
It's useful to set lots of alerts all over your island. But in times of crisis, they stack up and you have to ignore some of them, which makes it easier to miss the important ones.
The same notifications tell me "your island is about to shut down because you're going to run out of fuel" and "you have more meat trimmings than you're able to use at the moment." I need to know about both things, but one is always going to be a lot more urgent, and it would be helpful if I could get the game to give the first one more attention.

Jamie [ideas] · 3 years ago

And there are some Alerts I would like to disable.

GongT · 3 years ago

need auto-pause and sound alert.
also, maybe some time range setting. eg: less than X%, more than Y month.

Gunboat Diplomat [ideas] · 5 months ago

Had the idea myself, so just adding my two cents on implementation ideas.
Three levels, Info, Warn, Critical. Could be selected with radio buttons to the right of the current alert settings, one set for empty/less-than, another for full/more-than. Colour codes could be grey, the current orange/yellow, and red (same as when say, a fuel station is out of fuel), respectively.
How *I* would personally use them:
Info: Cases where I need to go reconfigure something but it's not an actual *problem* problem. An example is a mid-game desalination plant where I'm being mindful of resource use, so I need to pause/unpause pipes to dump water or brine depending on which is full or running low.
Warn: The current, default behaviour is great most of the time, for things I should fix but don't *need* to fix immediately.
Critical: Things where if I don't fix the issue everything goes to hell in a handbasket. Power plant running low of fuel, copper or steel mill running out of ore, stuff like that.

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