TL;DRBy combining the crafting and logistics menu, the character GUI becomes clearer and easier to use.
What ?Current status
We start from the flat view of the character GUI, which can be activated via option and should become the default from version 1.1. Currently an item is highlighted with a blinking in the inventory when it is hovered in either the logistic or the crafting menu, but not the other way around and not among each other.
Since there is no more limit for logistic requests, it happens very fast that you define a lot of logistic requests or things that should be thrown away. This leads to the following problems:
- P1: In the logistics menu, things can quickly become confusing.
- P2: You can't see at a glance whether an item is already being requested, but you have to search first attentively, or try to create a corresponding request and then, perhaps, determine that it already exists.
- P3: Often you first build an item manually or search for it in the menu and then realize that a logistics request would be useful. Currently you have to select an empty field in Logistics and then select the item from the menu again. You may then notice that it has already been requested (see P2).
- P4: Although you can theoretically arrange the items in the logistics menu in any order and leave gaps, subsequent sorting is currently very time-consuming.
Main Solution for all problems
I have a main solution (S1) that could fix all these problems. This requires a change of the GUI. Since this GUI view could also be made as a selectable option for advanced users, I have also listed some partial solutions for the current GUI below.
S1 (solving: P1, P2, P3, P4):
The Logistics Menu could be integrated into the Crafting Menu so that you can use the well known predefined tab structure and sorting and at the same time have a good overview of the logistics requests when navigating through the individual tabs of the Crafting Menu. To create a Logistics Request, you could click with the middle mouse button on an item, which would open a selection window with the setting bar for Min and Max value.
For this it would be necessary to combine all relevant information of the two menus. Therefore, if we want to keep all information, the combined Crafting & Logistics menu would have to display up to three numbers for each item, e.g. the numbers for Logistics minimum and maximum in the lower right corner (as before) and the number of manually buildable items in the upper left corner. The color coding for the background could be taken from logistics (red, yellow, green). The red background color in the crafting menu could be indicated by a 0 in red font color.
It would also be possible to display the previous logistics menu as an option, so that no familiar functionality is lost. The two GUI views would be based on the same information and could be used in parallel.
Now you could say that this is too much information at once for a beginner. However, the GUI would only become more complex than the previous crafing menu when logistics were researched, so that a hint could be included at this point if necessary.
Here is an addition due to Raiguard's indication (see comment #3) that there are also recipes with several products, such as uranium processing. Therefore, I take the essentials from my answer (comment #8) and complete it with a few illustrations:
For the combined menu, listing of recipes (crafting menu) should be combined with listing of items (selection menu in logistics menu). So there would be some additional entries in the menu, but everything would be directly visible and selectable.
I think it would also be ok to show the items there, even if they can't be created directly. Finally, there are also recipes listed, which can not be made manually, like the uranium processing.
These items could then have a corresponding background color, which says that they cannot be made directly. (For user-friendliness, the tooltip for such items that cannot be made directly could contain a list of recipes).
And as an extension of the idea, one could e.g. display a selection menu of all ingredients, products and production buildings by pressing Shift + middle mouse button, from which requests could be created. This way it would also be possible to handle recipes with several products comfortably without searching for the individual items.
- If you combine the two menus you save a lot of space and get a better overview.
- The problems (P1-P4) described above would be solved.