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What is the reason behind "hide all options until available"?


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I can't imagine a single reason behind this. This is so bad design decision it hurts. Now we simply have no option to preset production. No bristle blossom? You can't set a chain of production.

Hell, now we have no concept of "chain of production" as to order "make 10 pickled meal then 10 gristle berries" you must have to wait for both meal lice and berries. If all were eaten and you are waiting for harvest, then you can't do it.

Previous 6 options design was bad but this is ten times worse!

I strongly agree. Maybe a simple checkbox "Show unavailable recipes" would do the trick, you could setup your chain of production, or reduce visual clutter as needed. Recipes should be completely hidden until you have the necessary ingredients, but after that you could use the magic checkbox to show or hide the unavailable ones.

I dont like that new materials get checked off in compactors.  Before you could add the ones you want.  Now you have to remember when you break into space, to remove all those hot materials from your compactors list.

i found a worse use of the feature now.  I queued each different food as it became available on the grill: Mushrooms, Omelette, Stuffedd berry, Frost Bun.  Fine, right? Later I decided to split the work across more than one grill since i had several cooks across several schedules now.
Problem!  The foods not in current stock would not list on the grill so i could not adjust them.  I was faced with a choice, destroy the grill and rebuild it or wait for the foods to stock and catch them in the grill.   Stupid. hope they change that.

I'm all for not knowing recipes before I have the item.  Say, for instance, I've never harvested a mushroom, then it makes sense my dupes don't know to fry them up.  However, after they've done it once before, I don't get why it disappears.

The compactors are similar in that they only state material that've you've seen before.  So until you mine a bleach stone, it doesn't show up in your list under consumable ore.  Only after mining said bleach stone does it show up in the list and once all the bleach stone is used up it still exists in that list.  This makes sense to me, even if it does frustrate me a bit that if you check consumable ore not knowing that that when bleach stone is discovered it instantly gets checked off as well.

 

But yeah, I personally would like a way better cooking list.  Kind of a merging of the new and old on.

 

I like being able to queue up 99 or forever items.  It would just be nice to be able to organize which gets made first somehow.  Like, with the old system I could queue up 5 mushbars and a forever liceloaf.  And while I was getting my meal lice farm set up, they would make those 5 mushbars and then proceed to move to liceloaf permanently. 

Now I can set one grill to cook everything, but I'm not sure in what order it will do those things.  Yeah, at the top it says "Current order: Mushroom Fry; Next order: Mushroom Fry" but I don't know what it will do once the Mushrooms run out.  I think it would be really nice to be able to set up a priority list and it would do things as they become available.  Like, say my prio-list is that mushroom fry is a last resort.  I could set it so that it cooks Omelets forever, then Grisle Berries forever, then Mushroom Fry forever.

 

It might be that that's how the current system it set up, but it's hard for me to tell that because there is no obviously list saying what order to do things in, it just says current and next without any context to the millions of calories of ingredients I have.

2 hours ago, Gurgel said:

Probably. Breaking usability is however a pretty strong contra-indicator for that.

Improving stuff sometimes requires to break and rebuild it. Bugs and inconsistent behaviour just crops along the way. It might feel more like early access when they tinker with the older systems they didn`t touch for a while.

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