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Force Infinite Actions to the bottom of the queue

GUIGame optionsSystem Management

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7 years ago
Apr 23, 2018, 12:36:16 AM

Quality-of-life change: force infinite actions to the bottom of the system queue. Queue an improvement, and it automatically jumps in front of any active infinite action. Reduces fiddliness.


For example: say I have Public 3D Printing running on star system Nerod. I want to build Pulvis Production on Nerod. Instead of queuing Pulvis Production, then manually moving it above Public 3D Printing, Pulvis Production 'jumps' to the spot just above Public 3D Printing.


However, infinite actions can still be moved above normal construction tasks - either by dragging it up in the queue or using alt-click.


Ideally, this change would be toggleable.


Updated 3 days ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

Since some players would like infinite projects to be forced down while others want to keep them at the top to manage construction times, I'm marking this as out of vision.

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7 years ago
Jun 2, 2018, 2:31:35 AM

I would like to see this, but as a toggleable option.

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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

Since some players would like infinite projects to be forced down while others want to keep them at the top to manage construction times, I'm marking this as out of vision.

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5 years ago
Jul 10, 2019, 6:32:16 PM

I think (at least for the next game, since it would probably mean alot of work to change it in this game) there should be an overhaul of the infinite options methods in general.


Alot of infinite options (such as chain gang) tend to get increasingly worse towards the late game as their cost of "1 turn" overvalues their effect completly (chain gang itself also has the issue of not being able to keep up with food production if you want to use it to remove pops later on aswell, although that's a seperate issue). Alot of other options such as propaganda options for dictatorships are features i don't even look at very often because stopping all my industry in the system is not worth it (whereas dust/science conversion can be worth it since it scales with industry). 


Similarly, the guardian removal cost appears to be very arbitrary aswell. Things that are much more impactful, such as terraforming or building wonders require industry from you to construct and thus are easy to do for an advanced system and hard to do for a primitive one. Whereas removing a guardian from a system with 40.000 industry costs you 4.000.000 industry, because even they can't get it done in less than 10 turns. It doesn't really make sense to me and if a guardian appears on one of your systems the removal option is more of a flavor text than ever a reasonable option.


Come to think of it, the sleeper action is in a way a repeatable action, except it's not in the build queue like the others. I think if other repeatables could be introduced similarly, as an option to pick outside of the build queue (perhaps a seperate menu like the space port) then they could be more attractive. If, rather than choosing what your system does for the duration of a turn, they could be an option that selects additional effects for the system (by multiplying food or industry times 0 you could still get the classical repeatable conversions, whereas other options might no longer eat turns when they're outside of the build queue). 

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5 years ago
Jul 9, 2019, 7:54:42 PM

I'm not sure why this was never the default. There's no reason not to do this.

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6 years ago
Apr 2, 2019, 7:44:37 AM

To be fair you CAN push elements to the top of the queue as well as to the bottom, but it would indeed be very comfortable being able to send an already in production element to the end of the queue.


The problem with the first method (alt-clicking a construction to the queue) means that, if you wanted to construct, say, Cerebral Networks and THEN Sci-Fi Design Schools, you'd have to click them in inverse order, because Sci-Fi DS would be placed first on the list, and then Cerebral Networks would come on top of that; meaning that the only workaround to Infinite Constructions is a LIFO queue. Not very elegant.

Updated 6 years ago.
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6 years ago
Mar 6, 2019, 6:40:59 PM

This would be great, but all you have to do currently if you don't want to use ALT click is cancel to the infinite action. Queue it up again after you've added what you wanted. This takes all of 2 clicks.  


Here's something that would be even better - a default build state for systems. You set what the system should infinitely queue in the system panel and it will default to that when nothing remains in the build queue. This would change the state so that any new items in the queue override the infinite state. You would thus never have to micromanage the infinite projects. This could also be used to infinitely queue up ships.


This would also be something you'd have to turn on once and then forget about, people that like the old way would have the option of not using it.

Updated 6 years ago.
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6 years ago
Feb 25, 2019, 2:05:35 AM

Yeah, this would be great, I keep forgetting I have an infinite action at the top of my queue and I wonder why the heck my ships aren't coming out.

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6 years ago
Feb 14, 2019, 2:47:23 AM

Though alt-click does provide a work-around, the point is that when you you have an infinite action going and then decide to bulid something in that system, you should not have to use alt-click because there would never be a reason to build something "after" and infinite action so it should just automatically move them down for you.


So definitely an upvote here.

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6 years ago
Feb 7, 2019, 3:01:31 PM

Totally a good simple and superb idea

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6 years ago
Dec 21, 2018, 4:16:46 AM

This is already handled well by the alt-click feature and I'll use your example to explain.


As you suggest:

"For example: say I have Public 3D Printing running on star system Nerod. I want to build Pulvis Production on Nerod. Instead of queuing Pulvis Production, then manually moving it above Public 3D Printing, Pulvis Production 'jumps' to the spot just above Public 3D Printing."


How alt-click solves it:

"For example: say I have Public 3D Printing running on star system Nerod. I want to build Pulvis Production on Nerod. Instead of queuing Pulvis Production, then manually moving it above Public 3D Printing, hold Alt while clicking Pulvis Production in the build ship/improvement window and Pulvis Production 'jumps' to the top of the queue."


Give it a try, you'll see what I mean. Left click puts items from the build window to the bottom of the production queue, while Alt-Left click puts it at the top of the queue, so use it any time you want something to go directly to the top.

Updated 6 years ago.
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6 years ago
Sep 20, 2018, 10:47:16 PM

What is somewhat amusing to me is that I suggested this very same thing six years ago in the previous iteration of the forums, along with other QoL improvements that could be made to the in-system UI.

I agree with digitalbin's idea though, rather than perma-forcing the various infinite blockers to the bottom all the time, new orders should always queue "above" the infinite blocker, but the blocker can be put anywhere in the queue.

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6 years ago
Aug 16, 2018, 3:31:22 AM

How on earth hasn't this become a taken-for-granted standard in 4X and whatnot, I'll never understand... drives me nuts every time I encounter a game that doesnt do it.

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6 years ago
Aug 7, 2018, 12:03:31 AM
Creepybeagle wrote:

Ah yes, as a vodyani player, changing all the essence production to ship production late game, with 50+ systems (I play largest map), is an absolute nightmare.

Not wanna be offensive, but you are doing it all wrong. First of all, you should NEVER use dust>essence conversion unless you need those additional 50-100 essence by the end of the turn to perfectly fill the limit for Ark next turn. You are missing the fact, that you actually paying your dust AND your FULL PRODUCTION for this essence since it occupies your queue, which is awfully inefficient as primary way of getting essence. Secondly, Vodyani actually benefit the most from current queue version, you can queue +pop or +manpower after infinite conversion and stockpile your essence over your hard limit this way. I use this all the time to save essence surplus so that it doesnt go over limit and doesnt get lost. Sometime I stall my next Ark this way for a few turns when I need a new tech to equip an Ark with new modules without retrofit. When you finally queue an Ark, you just remove those "stockpiles" of essence sitting in holy proliferation and manpower behind Public 3d Printing

Updated 6 years ago.
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7 years ago
Jun 5, 2018, 12:19:45 PM

I would like to see this, but as a toggleable option.

I feel the same way, this would really make big and long game less micro intensive 

Updated 7 years ago.
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7 years ago
May 23, 2018, 3:04:05 AM
digitalbin wrote:

Completely against it in this form.


Example has already been given. You are building a ship, it's 80% finished, you are about to go bankrupt and need to produce dust. 

If inifinites were FORCED to go to the bottom it would REQUIRE you to cancel the ship. That's horrible.


Instead of FORCING I would just suggest that new build orders are added before the first infinite build option by default. Since nothing is forced rearranging would be able at all times and the more common use case of "i want to build a new building and not have to put my infinite in the back (and I don't know about the keyboard controls that already let me do it)" is also covered (and I completely agree: that should have been in the game from the start).

A good point - I forgot to make that explicit. 'Forced' is the simplest way of expressing the behavior, so I'll leave that as-is. But I've added a line with your language. Thanks for the heads-up!

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7 years ago
May 22, 2018, 11:55:27 PM

Ah yes, as a vodyani player, changing all the essence production to ship production late game, with 50+ systems (I play largest map), is an absolute nightmare.

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7 years ago
May 19, 2018, 6:20:16 PM

Completely against it in this form.


Example has already been given. You are building a ship, it's 80% finished, you are about to go bankrupt and need to produce dust. 

If inifinites were FORCED to go to the bottom it would REQUIRE you to cancel the ship. That's horrible.


Instead of FORCING I would just suggest that new build orders are added before the first infinite build option by default. Since nothing is forced rearranging would be able at all times and the more common use case of "i want to build a new building and not have to put my infinite in the back (and I don't know about the keyboard controls that already let me do it)" is also covered (and I completely agree: that should have been in the game from the start).


Updated 7 years ago.
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7 years ago
May 16, 2018, 3:34:33 AM

I wouldn't like it if it's totally forced.

This should be an optional setting.


I use these 'permas' often as 'blockers' in the queue. (Or like with the "oh i need troops before i can use my half finished ship" thing).

An optional warning that a 'perma' is blocking the queue could be a soultion, but fuzzy.


I think a good way to accomplish this is to use a second modifier. This idea would have some other features included:


Ctrl+Click forces the item to the bottom, the build queue will get an icon on top indicating this

Ctrl+Alt+Click lets you specify a turn number after which the item is either removed from the list or forced to bottom.

and/or Ctrl+LeftClick and Ctrl+RightClick will add(remove) turns on an 'perma' in queue

(key combos are examples, can be different)


Usage example: if the item is at - or moved to bottom - with the remove after turns X option,  the build queue will be empty again, so you can for example build troops until your tech is finished and then the desired systems can start building the upgraded ships as they show an empty queue

The other usage example is obvious: build troops for 3 turns, then build the ship (i micromanage this often to build a troop transporter in the closest system of action - with this way implemented the system has to be touched just once )


But this is much harder (relative) to implement as a "force bottom", but i would love it =)


Not to mention what can be done with all the other permas.


A logical progress of my approach would be to add this feature to 'non-permas', so all identical ships for example will use up only one line, or 'convert-foreign-people-to-troops' like "Chain Gang Program" can be built as long as desired or as possible without having to micomanage this each turn.


I would really love it =) 


(Edit: To make it clear: I 'love' my idea to modify OPs idea and am totally against a (unavoidable) force to bottom)

Updated 7 years ago.
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7 years ago
May 14, 2018, 1:58:25 PM

Fabulous! Simple and would be a nice nuanced addition to clean gameplay - one of those small attentions to detail that makes a well oiled gaming machine.

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7 years ago
May 12, 2018, 9:31:26 PM

Simple compromise: add the feature to the options menu.  If you want the feature, turn it on.  If it becomes more of a bother than it's worth, based on your play habits, then turn it off.  Hard to go wrong when you can have it both ways, right?

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7 years ago
May 4, 2018, 3:49:13 AM

I would welcome this idea - a nice QoL change. 


I have to ask though why are these actions infinite? If I could have my ideal it would be the ability to set the duration of the action to 1 to X turns, with the usual construction complete prompt when the action expires, or to infinite with the action always put to the bottom of the queue. Extra fiddliness if you want it, reduced fiddlyness if you don't.

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7 years ago
May 3, 2018, 4:17:54 PM

I absolutely agree that they should go to the bottom.  Even if you want to ever put one at the immediate front of the queue to soak up some resources for a turn or two, you could just as easily alt-click it to get it up top, but most of the time I doubt people would ever use it as anything but something to do in a system where there's not much else going on.

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7 years ago
May 3, 2018, 4:03:59 PM

You can actually do it even right now. Just hold ALT and click on the thing you want to build and it will jump infront of the queue.

Updated 7 years ago.
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7 years ago
Apr 30, 2018, 5:37:10 PM

Well... good point you touched there, Fogana. but the reason that people are placing infinite actions in the bottom of the queue is because they stop completely the process of building all other things, and most people (including me) whenever we place these buildings, it makes another problem you probabilly did not realized yet: 


Once you place a infinite action in the top of the queue, you will have to micromanage that system Again to ensure that system will produce the rest of these buildings, and most people prefer utilizing infinite actions after they barely got anything to do whit their system. Like, no more graviton research facilities to build... no utility for ships, or something like that... But if you want to place it on the top of the queue, it creates a huge trouble for everyone. 


It's not a problem, it's a solution. :)

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7 years ago
Apr 29, 2018, 8:39:26 PM

Problem: if im building a ship (there's 3 turns left) for ex. and i need dust for the next turn, I need to be able to put my unfinished ship under the ED printer this way i don't lose my investment. 

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7 years ago
Apr 25, 2018, 8:44:02 PM

Another QOL change relevant to infinite options that I would like would be moving them or the razing options away from each other. One misclick and the system I have queued to run infinitiely after a while is suddenly lost. Granted, it's my fault for not looking, but it'd be a change I'd like to see nontheless.

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