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OpenTTD style hovering signs

Posted: Wed Mar 30, 2016 12:00 am
by Kelidoskoped
http://www.openttd.org
place a sign (via the "decorations" tab)
Quick labels, simply used to mark items
Example: labels for crates
Numbering boilers, steam engines, solar panels, batteries, drills
Label makeshift switches
Label circuits
Leave notes
The possibilities are aren't endless

Re: OpenTTD style hovering signs

Posted: Wed Mar 30, 2016 11:46 pm
by ssilk
Added to viewtopic.php?f=80&t=4682&p=35582#p35582 Planing, Cloning, Ghosting, Blueprinting and further...

Icons/Text as placeables in-game, same as for the map

Posted: Mon Jun 26, 2017 9:24 am
by BrainFooLong
We currently can place icons and text labels on the minimap.
This help especially in later game and multiplayer.

But what is if we could take this for real world placeables too?

I think about the same usage as other placeables, so it can be included in blueprints.
Text can be entered in a textbox, icons can be choosen.

I would use this primary for blueprints with lot of input/output belts.
If you use a blueprint that you don't know, you have to first check what line must hold which resource.
Also for blueprints that you use once in a while it will help.
Example: I have a blueprint for oil refinery, in later game you can have advanced production with a water and oil input. In early game both are oil inputs.
When you don't know which later become the water input than you have redo a lot of pipelines.

With this, just place a text/icon beside left/right side of the belt/pipe/whatever and you always know what to do.

A vanilla whish. Help early games and push blueprints to have a smoother usability.

Like that
demo.jpg
demo.jpg (76.48 KiB) Viewed 5166 times

Re: Icons/Text as placeables in-game, same as for the map

Posted: Thu Aug 10, 2017 2:20 pm
by ssilk
Added to viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...)

Signs

Posted: Tue Mar 13, 2018 5:46 pm
by Pascali
Signs like in minecraft would be very useful. The obstacle to play a long time saved game is less, because you have signs which show what which lane does etc.
For mulitplayer-games super easy to see, what is meant or if a second row of a belt can be filled with something, etc.
Signs are fun, too. You can discribe somethin, wihtout going to map - just click on a sign. Ist fun to research sign-colors to be able to habe systems for signs - categories.

More community. You can easier discribe things in save-games for community sharing. On signs is more space then on the map.

Re: Signs

Posted: Tue Mar 13, 2018 6:15 pm
by Tekky
I like the suggestion. I would find signs especially useful for providing documentation and usage instructions for complex combinator setups in multiplayer games. That way, other players could modify the complex combinator setups more easily, without risk of breaking everything.

Related threads:
viewtopic.php?f=6&t=56214 Comments on Deciders, possibly other entities
viewtopic.php?f=6&t=50712 Train Labels

Re: Signs

Posted: Sat Mar 17, 2018 4:32 pm
by Engimage
I am all up for signs.
The game currently really lacks social features. Signs and pings are really expected.
Signs should be placable entities with editable text and icon. You could optionally add a feature to make a "projection" of the icon into the world to be seen without hovering over the sign, as well as to the map. Same for the text.

Re: Signs

Posted: Sat Mar 17, 2018 8:15 pm
by Koltrast
+1

Re: Signs

Posted: Sat Mar 17, 2018 8:19 pm
by <NO_NAME>
+1

Re: Signs

Posted: Sat Mar 17, 2018 11:30 pm
by Atlas
I like how signs look in Dectorio. If they could display text and some pictograms, you can even make warning for yourself, such as "Railroad crossing ahead".

Re: Signs

Posted: Sat Mar 17, 2018 11:54 pm
by The_Mtn_Dew_Master
+1

Re: Signs

Posted: Sun Mar 18, 2018 12:40 am
by Pascali
how often i runned up en at the moment empty belt, to tell someone, what´s put on this belt.

Re: Signs

Posted: Thu Apr 05, 2018 4:21 pm
by GDHURRICANE
Would definitely be useful for blueprints, better than combinators and filter inserters. +1

Re: Signs

Posted: Thu Apr 05, 2018 5:08 pm
by dood
You already have signs and markers on the map.

Re: Signs

Posted: Thu Apr 05, 2018 8:47 pm
by Tekky
dood wrote:You already have signs and markers on the map.
Yes, but can you use them to, for example, describe the details of a complex circuit network setup and provide instructions for other players on how to use it?

The ability to leave behind text for other players to read is important, especially when creating complex circuit network setups in multiplayer games.

Re: Signs

Posted: Fri Apr 06, 2018 12:05 pm
by Pascali
dood wrote:You already have signs and markers on the map.
Yes, to huge, if you have more lanes, etc.

And it´s more intuitive to see a sing next to a belt and klick on it to read wha´t the belt good for. And more fun, too. In Minecraft they do education with signs. Show setups an discribe them on signs - with mods even with audio.

Sign / Comment system

Posted: Mon Jul 29, 2019 3:41 pm
by 22eisenburg
I'd like to think this is self-explanatory. A placable object and/or pseudo-object (ghost, or maybe something placable 'on top' of another object) that can display text when moused-over. This could allow larger builds to be more easily explained, or for builders to keep track of what things do. Necessary? No. Useful? Yes.

Re: OpenTTD style hovering signs

Posted: Mon Jul 29, 2019 4:34 pm
by Koub
[Koub] Did a bit of merging of old topics requesting for the same thing : signs/labels to place on the factory.
There are many more, the oldest I could find is 6 years old : viewtopic.php?f=6&t=843