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Move crafting resources #112

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hickeys opened this issue Jul 4, 2022 · 2 comments
Open

Move crafting resources #112

hickeys opened this issue Jul 4, 2022 · 2 comments
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prio:beta Delayed until beta phase (earliest) type:enhancement Improvements to existing behavior

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@hickeys
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hickeys commented Jul 4, 2022

After some great re-organization, Crafting is now the only section with more than one expandable list. Why not move the resources list somewhere else? Some ideas:

[] Space
[] Crafting
[] Resources
[] Unlocking

or

[] Time Control
[] Crafting Resources
[] Kitten Resources

or a subsection like you did for religion

[] Crafting

   WORKSHOP
                               [enable all] [disable all]
   [] Refine Catnip
   [] Wooden Beam
   [. . .]
   [] Eludium    [] Limited
   [] Thorium    [] Limited

   RESOURCES
                           [add resources] [clear unused]
   manuscript     Stock: 12       Consume 0.60        del
   compendium     Stock: 138      Consume 1.00        del

Or go all out. Replace crafting and resources with a single resources section.

[] Resources

   catnip                    Stock: 1M       Consume 1.00  // Not craftable, is a resource
   wood           [] Craft   Stock: 300k     Consume 0.13  // Craftable, is a resource
   [] wood                   Stock: 300k     Consume 0.13 // Alternate option - checkbox in front
   [] minerals               Stock: 300k     Consume 0.13 // Checkbox grayed out since not craftable?
   [EVERY. SINGLE. RESOURCE.]
   relic                     Stock 100k                    // Keep 100k in reserve before buying cryptos or bcoins
   wrapping paper [] Craft                                 // You craft this by opening present boxes, obviously

This last option is obviously not completely thought out. I'd be curious to hear your thoughts.

@hickeys
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hickeys commented Jul 4, 2022

For the last option, you could even do things like:

furs         [] auto-hunt             
ships        [] force to 243  
blackcoin    [] auto-trade

@oliversalzburg
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Very good thinking. Thanks for the nice sketches :)

I definitely agree with you that the third panel feels out of place. It's weird how the resources panel and the regular "items" panel flip-flop between each other when the user uses the buttons. I'm not a fan and feel like the behavior is a bit unintuitive.

I had some thoughts on resources as well. Mostly, I don't think the add/remove behavior is really helping users. It's too complicated and resources switch positions in the list when they are added/removed. I was thinking there should be a flat list with all resources that is static. I feel like this combines well with the idea of moving resources to a dedicated panel. One non-obvious reason for this is that the default consume rate of 0.6 is invisible to users unless they add the resource to the list.

Combining the resource control list with the resource craft UI seems like a powerful concept. I like that it puts all the relevant aspects in a single place. So crafting intake and output are visible in a single view.

This seems very in-line with the rewrite/cleanup effort. I'll definitely keep it on my mental list.

@oliversalzburg oliversalzburg added type:enhancement Improvements to existing behavior prio:accepted Tickets under active consideration for implementation labels Jul 5, 2022
@oliversalzburg oliversalzburg added prio:beta Delayed until beta phase (earliest) and removed prio:accepted Tickets under active consideration for implementation labels Oct 6, 2022
oliversalzburg added a commit that referenced this issue Oct 8, 2022
The resources were the only section handled in the way they were, also making the UI more inconsistent. This changes resolves those conflicts.

This change also hints at a larger issue where almost every manager needs access to the workshop manager, just because they want to make purchase decisions, taking global resource configurations into account.
It is very likely, that this resource management needs to go into the engine itself and be accessed by all managers.

Relates to #112
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