I've been mulling on ways to reduce that kind of clutter and think I'll be able to make progress with it, I don't want to make the problem worse, especially in a way like this that could easily block any further improvement.
I am prettty confident that would actually be a very simple little FOCS change.This could work, but will also require many changes for FOCS and/or other code to work out.
My comment about a lot of changes being needed was about your proposal, Oberlus, was not directed at this 2nd idea from Ophiuchus, which I saw really as simply a poor alternate to his first suggestion. One significant difference between this EnqueueLocation suggestion and your suggestion, Oberlus, is that the former doesn't do anything to help with your primary motivation: "What is a burden is to have to manually queue each required building (as opposed as clicking on the last one you want and automatically adding all the prerequisites)."That's exactly what I was trying to suggest in my previous post. But Dilvish pointed out this would require many changes in many files or something? I really don't know how/what/where is implemented that an already queued building that does not fulfil the requirements won't get any PP invested on it, but if that is independent of the FOCS files, then this suggestion could be easy to implement (regardless of the many FOCS files that would require changes, easy ones I think).Ophiuchus wrote: ↑Sat Aug 18, 2018 11:24 pmanother more general approach could be to allow to enqueue items for which the location condition fails but the enqueueLocation succeeds; that item could would be added to the queue, but production would start/proceed not before the prerequisites are fulfilled
The 2nd idea from Ophiuchus would be fairly easy to implement, but I called it a poor alternate to the first idea because the 2nd one would tremendously clutter the BuildDesignator (because a fourth of buildings have no EnqueueLocation condition, and of the ones that do, about half are simply [[[ENQUEUE_BUILD_ONE_PER_PLANET]] so 3/4 of buildings would be showing up as enqueueable even if not buildable), unless we wrote new EnqueueLocation conditions for every single building-- the revised EnqueueLocation would have to include the current EnqueueLocation condition plus all of the Location conditions other than any local building requirements. It would be much simpler to just edit the handful of applicable Location conditions (and in some cases probably buildtime also) in the manner suggested for Drydocks.