Gleba terrain types need way more clarity

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JDublinson
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Gleba terrain types need way more clarity

Post by JDublinson »

As a player encountering Gleba for the first time, I'm having a lot of trouble understanding the terrain types. My go to for figuring out the terrain types has become clicking an unbuildable structure on a tile to get the error message telling me that it's unbuildable on that terrain type. I need some way of being able to tell what's what. There are the colors on the map but there's no key telling me what they are as far as I can tell and hovering over them doesn't do anything. I got a pro-tip from the Discord that you can ctrl+f while on the map and type "soil" to get a breakdown of the natural soils, although that doesn't work for wetlands.

My suggestions would be:
  • Make it possible to see what the terrain type is on the map with a less hidden feature than ctrl+f, and one that works for wetlands as well
  • Add some hover information like with resource patches on the map view to see the terrain type
  • Make it possible to inspect the terrain type while not on the map view as well
Nemoricus
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Re: Gleba terrain types need way more clarity

Post by Nemoricus »

Gleba decoratives also make it hard to read what the terrain is.

For a couple of examples that I've run into myself, olive blubber tiles are hard to pick out among artificial yumako soil, and red coral marsh looks very similar to jellynut wetland.
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BlueTemplar
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Re: Gleba terrain types need way more clarity

Post by BlueTemplar »

Some workarounds :

The Factoriopedia Alt+click shortcut also works on tiles.

The debug mode's (F4 and always => debug tab to configure, F5 to toggle) show-raw-tile-transitions can help.

Zooming in-out from map view (with its distinct colours) can help.
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Nemoricus
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Re: Gleba terrain types need way more clarity

Post by Nemoricus »

BlueTemplar wrote: Thu Nov 28, 2024 5:15 pm Some workarounds :

The Factoriopedia Alt+click shortcut also works on tiles.
That one doesn't help, especially if you're trying to spot the one odd tile out of nine.

The map view does help but I really wish you could toggle it on for *any* zoom level.
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BlueTemplar
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Re: Gleba terrain types need way more clarity

Post by BlueTemplar »

It does still help somewhat for someone that doesn't know at all about that feature (like the OP doesn't seem to), and Factoriopedia then lists «allows placement of» if any landfill-like tile is involved.
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AileTheAlien
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Re: Gleba terrain types need way more clarity

Post by AileTheAlien »

Nemoricus wrote: Thu Nov 28, 2024 1:56 pm Gleba decoratives also make it hard to read what the terrain is.
When I tried Gleba with the any-planet-start mod, I was constantly squinting at the terrain, trying to see where the heck I could even find different trees, and then later where I could possibly plant them. (I got a new monitor this year, with fairly good contrast, minimum blackness, brighter colors, etc, so it's not that. With my old monitor, I probably would be incapable of even playing on Gleba. :shock:) It's definitely the most visually-busy of the planets. Maybe...reduce the visual fidelity of some of the tiles, plants and trees? This place is a mess. :lol:
JDublinson wrote: Thu Nov 28, 2024 1:40 pmAdd some hover information like with resource patches on the map view to see the terrain type
This one seems like it'd work pretty well, and also seems easy to put into the game. 8-)
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