yoakenashi Posted January 28, 2019 Share Posted January 28, 2019 A mini-map that appears in the overlays and displays a simplified version of the overlay for the entire map. Something like this: I stress simplified because I'm not interested in displaying objects/structures in the world. For example, the rooms overlay would only show colors for rooms, gray for gas/liquid, and black for solids. The temperature overlay would only show colors, no shading for solid/liquid/gas. If the developers were feeling ambitious, then the mini-map would be clickable. You could use it to quickly navigate to locations on the map (in addition to the currently implemented Ctrl/Shift+Number hot locations). Late game, I am interested in the structure of the entire map and I often find myself Alt+F1 and zooming all the way out and then trying to analyze the colors/structures to plan my base. Problem 1 - Maps other than 256x384. Smaller maps, no change. Just display the smaller thumbnail (ie, it would still be 1 tile=1 pixel). Larger/maps could be shrunk by a multiple. Ie, a 512x512 map would be halved and placed into a 256x256 thumbnail. The tiles could either then be averaged to calculate the pixel color, or simply use the top-left most for simplicity. Problem 2 - Computation This wouldn't really require additional computation as this information is already being fetched when activating the overlay. The mini-map does not need to be fully updated every tick. I feel updating each time the overlay is opened would be sufficient, or perhaps once a cycle if left opened. I highly doubt players will be looking at the mini-map and seeing the color of a few pixels being delayed. Additional details per overlay: Spoiler Oxygen Overlay: Solid = black Liquid = grey Gas = the existing color scheme unbreathable = red very breathable = blue Power Overlay: Solid = black Liquid/gas = grey Circuit = white. Could exclude color coding to simplify calculation. Could expand heavi wire to be 2 or 3 pixels in exchange for less detail. Could make heavi wire a different color, but this would conflict with overlay. Temperature Overlay: Temperature of solid, liquid, or gas. Exclude temperature of pipes, ducts, and equipment. Thermal Tolerance Overlay Solid = black Liquid or gas = standard color scheme Light Overlay Solid = black Liquid/gas unlit = grey Lit = yellow. Ignore intensity. Unsure how to handle surface as it changes continuously. Plumbing Overlay Solid = black Liquid/gas unlit = grey Pipe type (option 1) Regular = white Insulated = orange Radiant = yellow Pipe contents (option 2). Ignore amount in pipe and flow. Empty = white Contents = contents color (ie, water = blue) Ventilation Overlay (see plumbing overlay) Decor Overlay Solid = black Liquid/gas decor = standard color scheme Negative decor = red Positive decor = green Germ Overlay Increased germ count being more green or yellow. Surface germs only, ignore pipes and ducts Farming Overlay While plants are different heights, I think it best to provide only 1 pixel per plant in the mini-map. This way you can easily see farms and overall health. Standard color scheme would be used Fully grown = green Growing = yellow Halted growth = red Room Overlay Solid = black Liquid/gas = grey Miscellaneous room = light grey Other rooms = standard color scheme Exosuit Overlay Solid = black Liquid/gas = grey Exosuit dock and checkpoints = green Automation Overlay Solid = black Liquid/gas = grey Active = green Standby = red Ignore ports and logic gates. For the overlay, we are interested in the overall grid Conveyor overlay Solid = black Liquid/gas = grey Conveyor, sweepers, etc = white This is a rather big suggestion, and I fully realize Klei is onto QoL and balance, so unless the developers/community really get behind it I do not see this idea going anywhere. But thanks for reading and considering this! And for some fun and lighter talk about pixels, see this: Link to comment https://forums.kleientertainment.com/forums/topic/102277-mini-map-in-overlay-screens/ Share on other sites More sharing options...
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