why is the building sequence so irritatingly confusing?
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What ressources to get, how much I have to get, how much I need in my inventory to complete a build, its always all a guess!
Specially the fact that blocks have to be built in steps, is so damn irritating. I have all the iron required for a block in my inventory, yet it wont let me place all the iron required into the block until I bring some other resource that I dont have in my inventory. Its not even realistic, just a UX nightmare.
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IMO, it makes sense. I just wanted to highlight a couple things:
1) While looking the object to build, with the build tool, you can see exactly what is still needed to complete.
You can use R to switch the build tool mode between "components mode" and "raw ore mode", to see the missing materials in the form you prefer/need.
I wouldn't say it's a guess... Not at single-object level, at least.
Scaling up, you are gonna need to keep track of multiple object on you're own... Sure.
That been said, it would be nice some kind of recap of all missing materials/components for the unfinished items of a grid, to have a better overall understanding of pending requirements. This i would like.
2) Objects has a threshold for the functional state (i would say around 70-80%).
This is basically so they can be damaged and repaired while still being functional (which still, makes sense to me).
So, you can't simply reach the functional state threshold, without having all the required materials (at least, in the minimum requirements for functional state). The rest of the percentage, still require iron, but you just cannot cross that threshold without being functional. It's like you want to repair it as functional, but it's not yet functional.
Conceptually there is also the point: "You cannot fully close a metal box (without openings) when you still need to put a processor deep inside it".
Or, on the other hand: "You cannot start putting something that should be suspended in the middle of the object, without having a proper metal frame around"...
Just like any fairly complex object to build... You just cannot build sequentially material-by-material...
Different parts of different materials are often co-dependent. This is natural.
I honestly appreciate this approach because it's a reasonable game approximation of actual building... You can't skip steps... Objects can often be of multi-layered nature. This makes more sense.
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But the primary reason is the functional state threshold. Some percentage of the materials are reserved to the functional side of the progress and you cannot reach that without all of them, usually.
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Bottom line: Different materials cover different and often vital parts of the object.
You are gonna need those other materials anyway. What's the rush?
I mean, i guess you would like to loose all the iron you can, before going to find other material... Understandable.
Yet, in my opinion there is nothing wrong about this.
I would just stash or drop this iron nearby in the meantime, and just finish when i'm back with the rest.
I don't see a UX nightmare in this. I would see too much simplification otherwise, instead.
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The only suggestion i have related to this, would be, as i was saying, a recap view of the missing materials/components for a given grid, to better understand pending requirements overall.
---
I was just trying to answer "Why is the building sequence so irritatingly confusing?", but let me clarify that "irritatingly confusing" is not part of the equation for me. I rather enjoy it.
Hope this makes sense to you! Cheers.
IMO, it makes sense. I just wanted to highlight a couple things:
1) While looking the object to build, with the build tool, you can see exactly what is still needed to complete.
You can use R to switch the build tool mode between "components mode" and "raw ore mode", to see the missing materials in the form you prefer/need.
I wouldn't say it's a guess... Not at single-object level, at least.
Scaling up, you are gonna need to keep track of multiple object on you're own... Sure.
That been said, it would be nice some kind of recap of all missing materials/components for the unfinished items of a grid, to have a better overall understanding of pending requirements. This i would like.
2) Objects has a threshold for the functional state (i would say around 70-80%).
This is basically so they can be damaged and repaired while still being functional (which still, makes sense to me).
So, you can't simply reach the functional state threshold, without having all the required materials (at least, in the minimum requirements for functional state). The rest of the percentage, still require iron, but you just cannot cross that threshold without being functional. It's like you want to repair it as functional, but it's not yet functional.
Conceptually there is also the point: "You cannot fully close a metal box (without openings) when you still need to put a processor deep inside it".
Or, on the other hand: "You cannot start putting something that should be suspended in the middle of the object, without having a proper metal frame around"...
Just like any fairly complex object to build... You just cannot build sequentially material-by-material...
Different parts of different materials are often co-dependent. This is natural.
I honestly appreciate this approach because it's a reasonable game approximation of actual building... You can't skip steps... Objects can often be of multi-layered nature. This makes more sense.
---
But the primary reason is the functional state threshold. Some percentage of the materials are reserved to the functional side of the progress and you cannot reach that without all of them, usually.
---
Bottom line: Different materials cover different and often vital parts of the object.
You are gonna need those other materials anyway. What's the rush?
I mean, i guess you would like to loose all the iron you can, before going to find other material... Understandable.
Yet, in my opinion there is nothing wrong about this.
I would just stash or drop this iron nearby in the meantime, and just finish when i'm back with the rest.
I don't see a UX nightmare in this. I would see too much simplification otherwise, instead.
---
The only suggestion i have related to this, would be, as i was saying, a recap view of the missing materials/components for a given grid, to better understand pending requirements overall.
---
I was just trying to answer "Why is the building sequence so irritatingly confusing?", but let me clarify that "irritatingly confusing" is not part of the equation for me. I rather enjoy it.
Hope this makes sense to you! Cheers.
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