Agricultural Tower UI/UX Improvements

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

User avatar
zergologist
Burner Inserter
Burner Inserter
Posts: 8
Joined: Tue Aug 29, 2023 11:09 pm
Contact:

Agricultural Tower UI/UX Improvements

Post by zergologist »

What?
The UI/UX around the agricultural tower could use some improvements, particularly in relation to menu relevant details and building both it and around it. for the menu, I was thinking of adding information like this on the sidebar:
Tower Information:
  • Available plots: 2/34
  • Harvestable plants: 5
These same values should be also available to the circuit network if the tower is connected.
For building the tower, there should be new colors for the plots that specifies either:
  • if the plot can only be used if paved over with overgrowth soils or;
  • if the plot currently has a structure obstructing planting
Additionally, the plots should be highlighted when placing structures around them.
Finally, using the pipette tool over the tiles that can be paved over with the yumako or jellynut soils should place the respective soil in the cursor much like they currently do with landfill, as that would improve working around agricultural towers as well.
Why?
This information would make working with the agricultural towers in general easier than it currently is and would allow for new optimization opportunities in regards to only enabling a station if there were so many trees currently available to harvest or only sending as many seeds as there are empty plots in a tower.
zobros
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Nov 10, 2024 3:17 pm
Contact:

Small QOL Improvement for the Agricultural Tower

Post by zobros »

TL;DR
Add to the tooltip for the agricultural tower the number of tiles it can work on
What?
On Gleba, it's necessary to always process the entire flow of Yumako and Jellynut to produce seeds and maintain freshness. However, manually counting the tiles where the trees grow each time to calculate the infrastructure for processing can be quite tedious. This simple change would save a couple of minutes on calculations.
Why?
This is a QOL feature
User avatar
Stringweasel
Filter Inserter
Filter Inserter
Posts: 416
Joined: Thu Apr 27, 2017 8:22 pm
Contact:

Re: Small QOL Improvement for the Agricultural Tower

Post by Stringweasel »

It should ideally show the expected output rate instead, just like most other buildings do.

It will have to make some assumptions though. But it will be fine IMO if assumes it can plant the seed in the first inventory slot on all reachable spots.

This won't account for overlapping towers, multiple seeds, etc.
Alt-F4 Author | Factorio Modder
My Mods: Hall of Fame | Better Victory Screen | Fluidic Power | Biter Power | Space Spidertron | Spidertron Dock | Weasel's Demolition Derby
Official Contributor to Space Exploration
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Agricultural Tower UI/UX Improvements

Post by Koub »

[Koub] Merged into an older thread with a similar suggestion.
Koub - Please consider English is not my native language.
Post Reply

Return to “Ideas and Suggestions”