Been away for a while but came back to try out A16, loving the updates so far, too!
There are a couple of UI suggestions I'd like to make, based on where I am finding issues in my own games:
1 - Current job summary. The work manager screen is brilliant, the ability to learn how it works quickly, combined with the massive level of labour control you get by mastering it, makes it a fantastic UI element.
The only thing I can't do, is work out where things are going wrong. If I notice a job is not being done (e.g. hauling), who do I raise priority on? I could make it second priority behind cooking for my dedicated cook but what if that cook is working on meals full time? I could assign a backup cook so the cooking has down time, allowing the hauling to get done but I face the same problem again with that pawn. All I can do now is make iterative changes and watch the stockpiles/pawns to see what's changing. I have no idea if it's fixable through prioritisation or if it's a labour shortage.
Couple of suggested solutions would be an 'all jobs' list but that potentially gets really long. The alternative, which I think would be far more useful to me, personally, is to have a list of what each colonist is doing right now in a table format. I can currently pause and look through them by selecting each but again, that started to feel like a repetitive iterative process because I have to take samples throughout the day. Watching a table and seeing who is doing what and how often is a really quick, simple way to get a picture of where colonist time is going!
2 - Required skill visibility. Not that it's a huge problem to gameplay but the means of checking what skill is needed for a task (mainly Bills) is somewhat convoluted. Some sort of graphical representation and/or text outside the detail menu would be really handy.
3 - Separation of the architect/orders menu. The tabs system works really well for every tab bar that one, for me. Every other tab brings up a screen that I don't need all to often, it's neat, clear, etc.
The architect menu, on the other hand, leaves me constantly opening and closing a UI element to the extent that it has become a negative factor on the gameplay. Separating the orders menu and having another permanent UI element would make play a lot smoother in my opinion. The screen real estate could be controlled by having small icons and if the bigger icons are wanted, can be left in the architect menu in addition.
4 - Allow simultaneous selection and architect elements. There have more occasions than I can count of wanting to look through the build menu or issue an order while also selecting a pawn or object. It's not the convenience of not losing my selection, rather that the two are directly related (the selection is providing data towards whatever I'm opening the menu for). Having the selection remain, say just be pushed up above the architect menu while it's open, would be fantastic. I realise there are some potential conflicts there but simply clearing selection when you click an interfering button, rather than just the menu, would be one solution.
There are a couple of UI suggestions I'd like to make, based on where I am finding issues in my own games:
1 - Current job summary. The work manager screen is brilliant, the ability to learn how it works quickly, combined with the massive level of labour control you get by mastering it, makes it a fantastic UI element.
The only thing I can't do, is work out where things are going wrong. If I notice a job is not being done (e.g. hauling), who do I raise priority on? I could make it second priority behind cooking for my dedicated cook but what if that cook is working on meals full time? I could assign a backup cook so the cooking has down time, allowing the hauling to get done but I face the same problem again with that pawn. All I can do now is make iterative changes and watch the stockpiles/pawns to see what's changing. I have no idea if it's fixable through prioritisation or if it's a labour shortage.
Couple of suggested solutions would be an 'all jobs' list but that potentially gets really long. The alternative, which I think would be far more useful to me, personally, is to have a list of what each colonist is doing right now in a table format. I can currently pause and look through them by selecting each but again, that started to feel like a repetitive iterative process because I have to take samples throughout the day. Watching a table and seeing who is doing what and how often is a really quick, simple way to get a picture of where colonist time is going!
2 - Required skill visibility. Not that it's a huge problem to gameplay but the means of checking what skill is needed for a task (mainly Bills) is somewhat convoluted. Some sort of graphical representation and/or text outside the detail menu would be really handy.
3 - Separation of the architect/orders menu. The tabs system works really well for every tab bar that one, for me. Every other tab brings up a screen that I don't need all to often, it's neat, clear, etc.
The architect menu, on the other hand, leaves me constantly opening and closing a UI element to the extent that it has become a negative factor on the gameplay. Separating the orders menu and having another permanent UI element would make play a lot smoother in my opinion. The screen real estate could be controlled by having small icons and if the bigger icons are wanted, can be left in the architect menu in addition.
4 - Allow simultaneous selection and architect elements. There have more occasions than I can count of wanting to look through the build menu or issue an order while also selecting a pawn or object. It's not the convenience of not losing my selection, rather that the two are directly related (the selection is providing data towards whatever I'm opening the menu for). Having the selection remain, say just be pushed up above the architect menu while it's open, would be fantastic. I realise there are some potential conflicts there but simply clearing selection when you click an interfering button, rather than just the menu, would be one solution.