This wasn't done on the production screen for a variety of reasons. We don't have a huge number of buildings, and not a lot of thought has gone into what buildings we do have, so there's never been motivation to group them by a category like is done with techs or (even more so) ship parts on their respectively screens.Craigy wrote:I used a screenshot from the list view as a starting point, because it has items grouped by effect type. If the techs can have effects in-line like this, why not production items?
The production screen also deals with both buildings and ships, which don't have obvious mutually-applicable categorizations. We could have a "farming" category, but likely no ships would fall into it. Similarly, there could be an "attack" category, but this would likely include almost all armed ships, and probably very few buildings. Would a generic "Ships" category include a shipyard or related addons? We could remove "Ships" and "Buildings" as filters, and just use "Farming" to implicitly mean "Farming Buildings" and "Attack" to mean "Attack Ships", but this is probably too restrictive for the few border cases where a building would legitimately fall into "Attack" or a ship would fall into "Farming".
Not necessary. You can already choose any combination of options, including just one if so inclined, but being able to compare all at once is useful. Imaging deciding between producing a ship and a building... ranking them by cost would be useful.I think perhaps only one of the Buildings, Orbitals, or Ships buttons should be active at one time.
Also, orbitals are going away. Anything that could be considered an orbital will be treated as a building. The only use for orbitals was the one thing in the category - defense bases - which were added for v0.3 only and aren't in the v0.4 design as a buildable item.
This is not going to happen. It would require a huge rewrite of sidepanel code, is inconsistent with the map screen sidepanel UI, and removes any ability to show ranges on the galaxy map while in production view (which we don't do yet, but should eventually). It also makes it a lot harder to switch between systems while in the production view, since players primarily see systems laid out on the galaxy map, so know their spatial layout at least as well as their names.I have removed the galaxy view, and put a view of all colonized systems in the side panel.
You mean separate the filters from the list, or have multiple windows of filters? Rather than wasting the extra border space required to make a separate window for the filters as on the research screen, it might be better to keep them attached to the only list they're relevant to, like the design screen. Keeping the filter buttons attached to the list makes it a bit clearer that the buttons are filtering the list, and not anything else on the screen. Research is a bit different, in that the filter floats over the tree view (and currently the list, but the list should be given its own window eventually), and the same filter is used for both the list and the tree, so it makes sense to give it its own window in that case. It might also work on the production screen thoguh, as it would be more flexible for setting up the production screen window layout...[The filter buttons] should probably be organized and grouped into separated windows.
The sidepanel can be improved by adding filters to alter what it shows, including just colonized planets, just planets where a selected building can be placed, just the player's planets, etc.
The buildable items list can and should be significantly improved, with rows that look more like those of the tech list. This just hasn't been done yet.