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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: Planet Search Overhaul  (Read 9747 times)

Ruddygreat

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Re: Planet Search Overhaul
« Reply #15 on: July 13, 2024, 12:19:33 PM »

it is mildly amusing that the screen has recieved all of these fancy things but no searchbar, but this is all super cool stuff!
and re: specific filter / conditions lists taking up a buncha space - would it be possible to put them into a scrollable list that gets collapsed when you click on the section header (like, the "resources" separator thing)? though the current solution is probably much better to wrangle than a wall of buttons that you can just hide, it did come to mind.

Alex

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Re: Planet Search Overhaul
« Reply #16 on: July 13, 2024, 12:41:49 PM »

Thank you all for the kind words!

I really really like that, especially highlighting specific keybinds for quick navigation. There's also Shift click to quickly add or remove capacitors and vents, and the shop interactions with Ctrl, Shift and Alt. And that's probably everything I can think of?

Ah, those are good ones to mention - made a note about 'em.

Does that also mean that old bug with Solar Mirror not showing in planet list was finally fixed and now can be seen in the search?

Yep!


1) Could we get the option to set the distances on the planets screen to be from somewhere other than where I am?

For both RP and management reasons, I really like to find a cluster of ideal or near-ideal worlds within a few lightyears of each other, ideally 5-7lys or less. This often means that I have several explored colony candidates that are missing a feature or two, while I explore the areas around them. I then end up travelling to each system a few times just tocheck distances between everything, which costs a lot of fuel and supplies. Thus being able to have the distances from a pinned candidate world would be icing on the metaphorical cake.

Hmm, I'd thought about it when working on this and it felt like it would make things too cumbersome for what it brings to the table. I'll keep it in mind, though!

2) Could we gain the ability to Pin certain planets, to make checking back in on them later easier?

The new "create a map marker" feature, from this blog post, should be what you're looking for.


Looks good, though what do you think about moving the distance column to be right next to the location column? I feel like those two pieces of information go hand in hand, but right now they are weirdly separated.

I see your point! I tried it and for some reason I don't really like it; I'm not sure I can articulate why, though. It might be that I just like Dist being the right-most column. I'll... keep this in mind/mull it over a bit.

(I think at one point, Location and Dist were next to each other on the right side - but Location has to be to the right of the Type column, because if you have e.g. Type and Pop next to each other, stuff looks messy and misaligned because the text/icons in the Type column does not line up with the centered text in the other columns. So Location acts as a separator...)

Speaking of which, could you add a "recently abandoned" condition to planets that were colonized and abandoned by players in the past? Specifically for those limited use tech-mining/waystation colonies.

Hmm, to keep tack of "used up" ruins? I'm not sure it's enough of a thing to warrant an extra condition, but I'll keep it in mind for when/if I have another look at Tech Mining (which is in a bit of a poor state at the moment).


it is mildly amusing that the screen has recieved all of these fancy things but no searchbar, but this is all super cool stuff!
and re: specific filter / conditions lists taking up a buncha space - would it be possible to put them into a scrollable list that gets collapsed when you click on the section header (like, the "resources" separator thing)? though the current solution is probably much better to wrangle than a wall of buttons that you can just hide, it did come to mind.

Hmm - what would you even search *for*? Condition names are the only thing that comes to mind, but - the point I'm trying to make in the blog post is that searching/filtering on conditions is generally not the way to go here; there are a few one-offs that need this, but not overall. You could do some sort of collapsible list but would that be actually good? I don't want to build a bunch of extra UI - and dump a "here's a wall of conditions" on the player - for something that seems of very limited use, if that makes sense. And the useful aspects of it can already be expressed through the current UI.
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SpaceDrake

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Re: Planet Search Overhaul
« Reply #17 on: July 13, 2024, 01:48:11 PM »

1) Could we get the option to set the distances on the planets screen to be from somewhere other than where I am?

For both RP and management reasons, I really like to find a cluster of ideal or near-ideal worlds within a few lightyears of each other, ideally 5-7lys or less. This often means that I have several explored colony candidates that are missing a feature or two, while I explore the areas around them. I then end up travelling to each system a few times just tocheck distances between everything, which costs a lot of fuel and supplies. Thus being able to have the distances from a pinned candidate world would be icing on the metaphorical cake.

Hmm, I'd thought about it when working on this and it felt like it would make things too cumbersome for what it brings to the table. I'll keep it in mind, though!

Along these lines - it might also be nice to have a column or something for distance from the core and/or basic accessibility rating. That's starting to be a lot of rows, but it's another important piece of information and right now, you'd have to go to the core yourself to get a rough measure of it.
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FooF

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Re: Planet Search Overhaul
« Reply #18 on: July 13, 2024, 02:36:56 PM »

More polish! w00t!!

A couple things I noticed:

- I don't see "Mild Climate" as an Other Conditions. Is that just because none have been found, because of the filters used up top preclude it, etc? They do exist in the wild though, paradoxically, I've found "Mild Climate" with "Hot" and went, "huh?".
 
- Does "100%-" mean "less than/equal to 100%"? I'm not familiar with "%-" nomenclature. Or is trying to add a hyphen between say "100" and "150" so that you have a range? Point being, that's not immediately intuitive to me and I think a "<100%" filter would also be useful.

- +1 to the idea of adding an accessibility rating column based off of distance from the Core. All other things being equal, the higher access world can be significantly better in terms of growth and exports. I think that's a valuable metric.

- Now that I see it laid out...why do mineral resources have 5 tiers and everything else only have 4? The one that sticks out the most to me are Volatiles. I could see an Ultrarich Volatiles gas giant prized for its ability to help churn out AM fuel. Or is that intentionally a limiting variable? Also, the Orbital Lamp requires a staggering amount of Volatiles so perhaps I'm just hoping for a way to power those a bit more feasibly...  ;D
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Cyan Leader

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Re: Planet Search Overhaul
« Reply #19 on: July 13, 2024, 03:39:02 PM »

Forgive me if I missed this, I only skimmed through the blogpost and I'm posting in a hurry, but a major problem I have with the current system is that I can't filter out by industries nor see them. It makes raiding a pain honestly, I would really like to know what a faction planet has built before actually reaching it.
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Alex

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Re: Planet Search Overhaul
« Reply #20 on: July 13, 2024, 04:00:49 PM »

Along these lines - it might also be nice to have a column or something for distance from the core and/or basic accessibility rating. That's starting to be a lot of rows, but it's another important piece of information and right now, you'd have to go to the core yourself to get a rough measure of it.

I can see the appeal, but yeah, that's a lot of columns.

- I don't see "Mild Climate" as an Other Conditions. Is that just because none have been found, because of the filters used up top preclude it, etc? They do exist in the wild though, paradoxically, I've found "Mild Climate" with "Hot" and went, "huh?".

"Other conditions" is only in the "this approach did not work out" screenshot, so I'm not sure what you're asking, exactly.

- Does "100%-" mean "less than/equal to 100%"? I'm not familiar with "%-" nomenclature. Or is trying to add a hyphen between say "100" and "150" so that you have a range? Point being, that's not immediately intuitive to me and I think a "<100%" filter would also be useful.

Yes, that's what it means! <100% would really need to be <=100% (or <101%) and I don't like either of those. I think considering that for stable locations, right next to this, it's using 1+/2+ etc, that's hopefully enough to make it clear what's going on.

- Now that I see it laid out...why do mineral resources have 5 tiers and everything else only have 4? The one that sticks out the most to me are Volatiles. I could see an Ultrarich Volatiles gas giant prized for its ability to help churn out AM fuel. Or is that intentionally a limiting variable? Also, the Orbital Lamp requires a staggering amount of Volatiles so perhaps I'm just hoping for a way to power those a bit more feasibly...  ;D

No particularly compelling reason other than there being more planets with ore than with organics/volatiles, and a bit more variety being good to have there.

The requirements for the Orbital Fusion Lamp are tuned to the current volatiles production levels, if Ultrarich Volatiles existed, I'd just have to increase the lamp's demand :D


Forgive me if I missed this, I only skimmed through the blogpost and I'm posting in a hurry, but a major problem I have with the current system is that I can't filter out by industries nor see them. It makes raiding a pain honestly, I would really like to know what a faction planet has built before actually reaching it.

Ah - the screen is really not focused on that at all, so no, the revamp doesn't add a way to do that. That might be nice, but I'm not sure how that might fit in; this bit of UI might not be the place for it. Or it could be as simple as a tooltip for rows with populated planets, hmm.
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tomatopaste

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Re: Planet Search Overhaul
« Reply #21 on: July 13, 2024, 04:49:17 PM »

      
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Brainwright

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Re: Planet Search Overhaul
« Reply #22 on: July 13, 2024, 05:00:54 PM »

Very clever of you to let the modders know they can add in numerous extra conditions, and then take out the clutter to meet your taste!
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lili

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Re: Planet Search Overhaul
« Reply #23 on: July 13, 2024, 07:19:45 PM »

Wow, the game interface has seen a significant improvement! Are there plans to update the weapon refit interface too? For example, adding design type fiters,damage type fiters, stuff like that. The large number of weapon types makes the current weapon menu quite inconvenient after heavily modded run. Like this mod:https://fractalsoftworks.com/forum/index.php?topic=29327.0
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SonnaBanana

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Re: Planet Search Overhaul
« Reply #24 on: July 13, 2024, 10:16:00 PM »

Is that a new item?
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Fenrir

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Re: Planet Search Overhaul
« Reply #25 on: July 13, 2024, 10:42:39 PM »

Can we also add "Distance to nearest gate" to search condition?
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Fenrir

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Re: Planet Search Overhaul
« Reply #26 on: July 13, 2024, 10:46:31 PM »

-They do exist in the wild though, paradoxically, I've found "Mild Climate" with "Hot" and went, "huh?".
Mild climate is a measure of "weather condition", effectively the opposite of extreme weather. A planet can be hot or cold but with calm weather at the same time.
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geminitiger

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Re: Planet Search Overhaul
« Reply #27 on: July 15, 2024, 03:43:39 AM »

Very welcomed improvement!
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Dadada

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Re: Planet Search Overhaul
« Reply #28 on: July 15, 2024, 04:35:12 AM »

Very, very cool, I was waiting for this stuff.

I can see the appeal, but yeah, that's a lot of columns.
What about 2 numbers for Distance? ->
33/14
Current (location)/(From) Core
?

@ attached pic in my post: I know we get the markers etc. now, but quick pin/highlight which shows these planets first if the list is reset may be helpful I think? (symbol could be a small stylized pin which changes colour from text colour to blueish or something? Maybe something stylistically closer to the repair disable/enable toggle... Or the pin is highlighted after clicking and rotates o.O  ->  could also generate a map marker as long is it is pinned/highlighted?)
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Doctorhealsgood

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Re: Planet Search Overhaul
« Reply #29 on: July 15, 2024, 06:20:43 AM »

Oh nice! Maybe i can get around setting up a colony on a timely manner now with all this useful info.
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