This is yet another suggestion for the already long list of Additions to the Character Logistic Slots ideas and simultaneously also for the list of Detach Logistic Item Listing From Right Pane ideas. It adds a switch to the crafting GUI to toggle between crafting and one-time requesting from the logistics network. Furthermore, it presents a simplified and (hopefully) more intuitive redesign of the Character Logistics user interface. Note: the provided details are for illustrative purposes (mostly).
Why?
While trying to get the no-hand-crafting achievement, I open my inventory. While looking to the crafting panel on the right, I see all this dialog space wasted on item crafting and realize that I will never use for the remainder of this game. If only I could toggle a switch and instead of crafting, it would request the item from the logistics network? Once the logistics network is set-up, I might even stop hand crafting in regular games. I want to build 10 new Chemical plants? Click, click and they are immediately shipped and ready to build. As a bonus, I get all this free inventory space that I don't need for all those crafting ingredients, which I used to carry around. After building the chemical plants, because it was a one-time request, I don't need to wait for another 10 that are being shipped to me, just so I can send them back again.
But what if there are only 8 Chemical plants available in the logistics network?
Well, remember in the crafting menu, there is a number telling how many items you could craft? That would now show the number of items available in the logistics network you're currently in. So even before I start requesting the items that I need for building, I will be able to see whether they are actually available. No longer would I have to search for a logistics chest, only to find out that the item I wanted to look for fell off the screen. I just open my inventory and it will all be presented to me in a very readable layout that I'm already familiar with.
Yeah, great idea, but wouldn't this make the inventory dialog even more complicated than it already is?
No. The filter selection pop-up can be removed and after rearranging and merging some stuff and changing some behaviour, we actually get something that is simpler than the current interface. While we're at it, why not fix some bugs and implement some often requested features:
- Bug: Requesting 200 Electronic circuits, but receive 201, such that they take up 2 slots in the inventory: viewtopic.php?f=6&t=4469
- Bug: Not being able to view all the contents of the logistics network: viewtopic.php?f=41&t=2632
- Bug: Items flickering in the list of logistics network contents: viewtopic.php?f=6&t=1222
- Feature: One-time/temporary logistics network request: viewtopic.php?f=6&t=3868 , viewtopic.php?f=6&t=13435 , viewtopic.php?f=6&t=15274
- Feature: Sufficient request slots for end-game: viewtopic.php?f=6&t=9212
The "Requests" panel in the above picture shows that I have requested the logistics network to come pick up 1 Assembling machine and 7 inserters, while also bringing 15 Storage tanks. A logistics robot carrying 3 storage tanks is on its way to me. When it reaches me it drops all the storage tanks into my inventory, upon which the requested number goes down by 3 and will now display 12. If I had requested only 1 storage tank, then the robot would have dropped off only 1 and have carried the remaining 2 off to a nearby storage chest. In our case however, the logistics robot is no longer carrying anything and therefore immediately picks up the assembling machine. It removes the 1 assembling machine from my inventory in the left panel and simultaneously increments the number in the requests panel by 1. As the number of requested assembling machines is now 0, it is removed from the requests list. After the logistics robots have performed all my requests, the requests list is empty. Furthermore I will have exactly 50 inserters, 15 storage tanks and no assembling machines in my inventory. Note: another option would be to change this panel into a logistics request queue, similar to the hand-crafting queue. The benefit/drawback is that character logistics activity is immediately visible in the HUD.
The right panel used to be the crafting panel. At the top there is a now a switch that sets the behaviour of the panel. Currently it is set to "logistics" meaning that clicking items in the panel will cause them to be obtained from the logistics network, rather than from hand crafting. Instead of showing the maximum amount I can craft, each item shows the maximum amount that I can obtain from the logistics network. So this will show me the contents of the logistics network that I'm currently in. Currently the network contains 157 copper wire, 199 advanced circuits, 52 processing units and approximately 21000 copper ore. It also shows that there are no copper plates available. I want to know the exact amount of copper ore? The tool-tip will tell me. I want to know the number of inserters in the logistics network? I switch to the transportation tab. For the inserter the tool-tip (shown below) tells me that there are 3 bots on their way to me carrying 0 inserters total. It also tells me that a total of 52 inserters need to be moved to satisfy the demands of the requester chests in the network. Where did the original logistics request slots/auto trash go?
So, I want to keep 30 inserters in my inventory, but never more than 50. I switch the right panel to "logistics" mode, go to the transportation tab and shift-/right-click on the inserter. A dialog will pop-up telling me how many inserters I have in my inventory, how many there are in the logistics network. It also contains 2 sliders for configuring the minimum and maximum bounds for the amount of inserters that I want to have in my inventory. There is also a slider with which I can set the amount of inserters that are currently requested. For the picture above it will point to -7. Those sliders are longer than the tiny slider in the original logistics/auto trash panel and therefore are easier to use. For the number of requested items, there is a switch to toggle between positive (deliver) and negative (trash) values. Periodically, the requested amount is updated & clamped, such that minimum <= inventory + requested <= maximum. Where did the trash slots go?
I don't know yet. One option is to be able to drop stacks in the requests panel slots, but as those don't contain stacks, it won't clear your hand when 'dropping' the stack. So it would behave differently than the trash slots that we have now. Another option is to put them back at the bottom of the requests panel, where they used to be. Though, I'm unsure what their behaviour should be. Of course, if the requests panel is replaced by a logistics request queue, then there is no panel to put the trash slots back into. Please drop a comment if you have an idea.
Why not use tabs instead of the crafting/logistics-switch?
The switch changes the behaviour of the panel. The GUI layout remains (mostly) the same. Furthermore, the category tab won't change when switching between crafting and logistics. If tabs where used, this would be inconsistent with how tabs work in real life. The switch also provides clear naming, so we won't confuse category tabs with behaviour modes.