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This repository has been archived by the owner on Oct 25, 2022. It is now read-only.
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 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.
The text was updated successfully, but these errors were encountered:
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.
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
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:
or
or a subsection like you did for religion
Or go all out. Replace crafting and resources with a single resources section.
This last option is obviously not completely thought out. I'd be curious to hear your thoughts.
The text was updated successfully, but these errors were encountered: