The Storage information we need on the UI
Posted: Fri Dec 11, 2020 12:04 pm
I have been thinking a bit about the information we actually need on the UI. And I think the current display way (current, change) could work - if we just had 3 more pieces of information.
This information can only be gathered during economic processing, but gathering it should be trivial. Indeed I think 1 boolean value for each of the 3 is enough.
The 3 pieces of information we need are:
If storage hit 0 during Economics processing
The way the Economic process runs, we can be hitting 0 - wich means a serious inability to supply parts - without seeing that next turn.
If I have 200 in Storage, Produce 200 but need 400, then I end up with 200. And the change will read +/-0. I do not even know that I am 200 short of the production target.
That simple information that I "hit Zero" is worth a ton
If I hit storage maximum, but could still sell
For some reasource it does not mater if I hit storage maximum and sold the excess. Water on any rainy planet, for example.
But there are plenty of limited resources where it does mater. Fuel I can sell, but usually do not want to sell. This is a resource I do not want to dig up to much off.
If I hit the storage maximum, but could not sell
Basically the information taht stuff was "lost due to storage cap" rather then "sold to Zone traders".
For a full overview, we propably need a lot more values:
- Current storage
- Last turns storage (the previous current)
- Value after Consumption
- Value after Production
- Predicted Consumption for next turn (ignore Logistics and Worker shortages for that. Just give me a proper information of what is needed).
But for the main UI, the current, the change + those 3 pieces of information mater.
This information can only be gathered during economic processing, but gathering it should be trivial. Indeed I think 1 boolean value for each of the 3 is enough.
The 3 pieces of information we need are:
If storage hit 0 during Economics processing
The way the Economic process runs, we can be hitting 0 - wich means a serious inability to supply parts - without seeing that next turn.
If I have 200 in Storage, Produce 200 but need 400, then I end up with 200. And the change will read +/-0. I do not even know that I am 200 short of the production target.
That simple information that I "hit Zero" is worth a ton
If I hit storage maximum, but could still sell
For some reasource it does not mater if I hit storage maximum and sold the excess. Water on any rainy planet, for example.
But there are plenty of limited resources where it does mater. Fuel I can sell, but usually do not want to sell. This is a resource I do not want to dig up to much off.
If I hit the storage maximum, but could not sell
Basically the information taht stuff was "lost due to storage cap" rather then "sold to Zone traders".
For a full overview, we propably need a lot more values:
- Current storage
- Last turns storage (the previous current)
- Value after Consumption
- Value after Production
- Predicted Consumption for next turn (ignore Logistics and Worker shortages for that. Just give me a proper information of what is needed).
But for the main UI, the current, the change + those 3 pieces of information mater.
