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Topic: Stop/Continue in buildings

stonerl
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Posted at: 2019-05-15, 17:15

Since Nordfriese currently adds support for construction site options, we figured out that the current implementation for stop/continue production are very hard to differentiate. It is not clear whether the icons button shows the current state or the option.

Here the Woodcutter:

https://fosuta.org/pics/stop.png

https://fosuta.org/pics/stop.png

Just by looking at the button, what is supposed to mean what?

Here are my ideas. First a one button design:

https://fosuta.org/pics/stop.png https://fosuta.org/pics/stop.png

The active option is coloured and the button is pressed. The inactive is an inactive button with grey icon.

The same with two buttons:

https://fosuta.org/pics/stop.png https://fosuta.org/pics/stop.png

What do you think.


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Nordfriese
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Posted at: 2019-05-15, 17:22

The one with just one button looks a bit strange IMHO.

+1 for the concept with two buttons where the active state is pressed and the inactive state greyed out face-smile.png

Since it´ll be a small change, shall I just add this to the constructionsite_options branch?


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WorldSavior
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Posted at: 2019-05-15, 17:26

I'm against changes here. The current buttons are clear and further buttons would make it just unnecessarily complicated.


Wanted to save the world, then I got widetracked

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GunChleoc
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Posted at: 2019-05-15, 17:34

I agree that the current design can be a bit confusing if you're not used to it, but I don't think that the 2 new ideas make it any better. A greyed out button anywhere else means that you can't press it, so this is confusing also.

I don't have any better ideas at the moment though, so I'd rather we left it alone until we can come up with something good.


Busy indexing nil values

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WorldSavior
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Posted at: 2019-05-15, 17:42

GunChleoc wrote:

I agree that the current design can be a bit confusing if you're not used to it, but I don't think that the 2 new ideas make it any better. A greyed out button anywhere else means that you can't press it, so this is confusing also.

I don't have any better ideas at the moment though, so I'd rather we left it alone until we can come up with something good.

Maybe replacing the red x by a red stop/pause symbol like on a video player? This change wouldn't bother me.


Wanted to save the world, then I got widetracked

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Nordfriese
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Posted at: 2019-05-15, 17:48

Maybe replacing the red x by a red stop/pause symbol like on a video player? This change wouldn't bother me.

This does not solve the problem that it is unclear whether the icon indicates the current state or the state that will be changed to by clicking the button…


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stonerl
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Posted at: 2019-05-15, 17:52

Here is another one. Everything is coloured and the active state is indicated by a pressed button:

https://fosuta.org/pics/active_2_button.png

That is similar to the rookie/hero setting in the military buildings.

Edited: 2019-05-15, 17:55

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Nordfriese
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Posted at: 2019-05-15, 17:58

Or how about having a radiogroup with only the two icons – no raised/lowered appearance – and draw a border around the active state?


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stonerl
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Posted at: 2019-05-15, 18:17

Like this?

https://fosuta.org/pics/stroke_2_button.png

(This is how we handle rookie/hero settings & priority)

Edited: 2019-05-15, 18:17

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stonerl
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Posted at: 2019-05-15, 18:26

WorldSavior wrote:

I'm against changes here. The current buttons are clear and further buttons would make it just unnecessarily complicated.

I have to disagree. If you know what they are supposed to do then it is “clear”, but if you just look at them, what do they mean? Current state or the state it is going to be after the user clicked the button? Where do I see the buildings current state? Only by turning the building statistics on.

All other UI elements clearly show what their current state is, and what state you change them to. See the priority settings for wares or the wares settings itself.


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