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[PI] [CSM] Semi-Automatic Route Specification to reduce mindless setup clicking

First post
Author
Trebor Daehdoow
The Scope
Gallente Federation
#1 - 2012-02-17 12:42:14 UTC  |  Edited by: Trebor Daehdoow
Having just had the "pleasure" of setting up a 5 planet PI network, I have been reflecting upon what simple changes could be made to make this process less onerous.

While I'm sure ideas like this have been suggested before (let me know so I can properly credit them), I thought I'd write them down and see what support they generated; if it's sufficient, I'll write up a CSM proposal and start bri... er, lobbying the devs. Your CSM tax ISK at work, etc., etc.

Semi-Automatic Route Specification

A major headache with setting up PI networks is all the manual routing that players must contend with, in particular when dealing with complex systems with multiple warehouses, spaceports, and processors. The current system results in a massive, repetitive clickfest.

A simple solution would be to introduce semi-automatic route specification that automates the routing of the most common (container->processor->container) setups.

This would involve adding the following command buttons and menu options:

On containers (spaceports, command centers, and storage facilities):

* A "Flag/Unflag as Source" button. This would flag the unit as a place where source materials can be expected to be found. More than one unit can be flagged as a Source.

* A "Flag/Unflag as Destination" button. This would flag the unit as the destination for manufactured products. Only one storage unit can be flagged as the destination.

On processors:

* An "Auto-Route" button. This would clear all current routes, then set the destination to the current Destination and create routes for all currently needed source materials from the current Sources. So if you were producing Polyamarids, and had 3 spaceports set as Sources and one of them set as the Destination, it would route the Polyamarids to the destination and create routes from all 3 spaceports to the unit for both Oxidizing Compounds and Industrial Fibers.

On the planet right-click menu, in a Routing submenu:

* Clear all Sources
* Clear Destination
* Auto-Route All Processors - performs the auto routing on all the processors.

Note that all of this work gets done in the client -- no changes to how PI works on the server; it just mindlessly automates the current mindless clickfest. If it runs out of link bandwidth, it'll just stop and complain.

This will not be the solution to all PI setup issues (in particular the tricky unbuffered ones) but I think it'll help with the common cases. Instead of dozens of clicks and mouse moves, you just have one.

Special Bonus Timesaver

Add a "Set default schematic" option to the planet right-click menu (maybe with sub-menus for basic, advanced, high-tech schematics). Then when new processors are created, they automatically get set to that schematic.

Private Citizen • CSM in recovery

Kata Amentis
Sebiestor Tribe
Minmatar Republic
#2 - 2012-02-17 13:11:35 UTC
... can you add a "routing summary" panel to that idea. Something that looks like visio or whatever. Then you could see the whole network and tweak things, rather than having to go to each pin in turn.

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

Trebor Daehdoow
The Scope
Gallente Federation
#3 - 2012-02-17 13:35:54 UTC
Kata Amentis wrote:
... can you add a "routing summary" panel to that idea. Something that looks like visio or whatever. Then you could see the whole network and tweak things, rather than having to go to each pin in turn.

That would be useful, indeed.

The tradeoff is that I was deliberately trying to prune down the proposal to the absolute minimum needed to get the job done, in particular visible changes to the UI. I'd be happy with being able to do this with right-click menus if that was easier than new buttons. The cheaper the cost, the more likely it'll get picked up and implemented.

If other people really support it, I'll add it as an option.

Private Citizen • CSM in recovery

Cyniac
Federal Navy Academy
Gallente Federation
#4 - 2012-02-17 14:07:54 UTC
Another simple improvement - allow for easier creating of links.

Right now to make a link:

1) Under the build menu click on create link
2) Select origin of link
3) Select destination of link
Go back to point 1

Given that when setting up a colony it is very rare to make a single link, it would be really great if it could go back to point 2 instead of having to go back to point 1 - this saves on the clickety fest. When you are done creating links you just click the thing again and voila, you are done.
LordAssasin
Kenshin.
Fraternity.
#5 - 2012-02-17 14:41:24 UTC
Hello,
I am a Pi player oriented myself. A simple and very time effective thing to do to pi is this:


  • have a sort of select all function, that will select the option from one item for all--->very good for 19 advanced factories when doing mechanical parts for example.


  • have a form of option (hold ctrl let's say) while putting down 19 advanced factories one after another,(4 on each branch [thx for the uplift in m3 taken on one branch)] and not go and select them again and place -->select and place like is now.


  • And about interconnecting them it should be done automatically, you only selecting from where is coming and where is going.
  • And again doing so with a sort of shift command to select for all an input, and select for one a exit.

Or even better REPLACE them altogether, and put a single big plant that would have the option of having multiple 1 type factories inside, and what goes for one factory goes for all. We have seen it for the extractor why not for basic/advance/elite industrial building as well.
I my opinion the skill of the PI wold be the hot spot searching, constant care of the colony, and all the fine details of obtaining, max yield..not ripping an building from scratch the hole system.
OK let's see if somebody else is in agreement.

Click here:) is funny.Now who is with me:)
Celgar Thurn
Department 10
#6 - 2012-02-17 14:43:17 UTC
Personally I would rather CCP didn't touch PI again except for the introduction of new lines for trading with Dust 514 mercs. After introducing depletion with more clickfest then bringing exorbitant PI tax rates to the high sec community I dread to think what a third intervention would bring!
As you are on the CSM I suggest you direct CCPs attention to something like the Corporation interface/roles and the way they interact with running POSes. That is a subject that needs a serious amount of tender loving care.
Invictra Atreides
Toward the Terra
#7 - 2012-02-17 15:56:09 UTC
I only want a SAVE button like we have for ship fitting. And give us the ability to select more than 1 processor when editing schematics, outputs, inputs.

BlogTutorials | Youtube "I don’t know everything, I just know what I know."

Trebor Daehdoow
The Scope
Gallente Federation
#8 - 2012-02-17 16:58:06 UTC
Celgar Thurn wrote:
As you are on the CSM I suggest you direct CCPs attention to something like the Corporation interface/roles and the way they interact with running POSes. That is a subject that needs a serious amount of tender loving care.

Corp interfaces certainly need some love, but that's a big project and it would almost certainly get addressed either in conjunction with a POS revamp or subsequent to that. I suspect that POS revamps are high on the priority list for the Winter 2012 expansion, so that's the most likely timeframe.

My point with the initial proposal was to suggest a fix to a PI usability issue that was simple, easy to implement, and would require the minimum amount of "touching" of the existing code -- because that is the kind of proposal that can get picked up and wedged into some spare time in the development process.

Private Citizen • CSM in recovery

Substantia Nigra
Polaris Rising
Goonswarm Federation
#9 - 2012-02-17 18:54:36 UTC
As a PI-operator-hater I would welcome any change that serves to reduce click numbers. I like the general idea, I like making stuff and supplementing income with PI, but it is an awful click-fest without much thought given to usability aspects of design ... nice visuals tho.

One suggestion that keeps getting thrown up, and would (IMO) be fantastic, is simply being able to select groups of similar facilities (notably processors) and setup the same activity within the group ... rather than one at a time.
Similarly being able to direct a resource from storage to a group of processors, as a group rather than one at a time.

the obvious tool is ctrl-click within the various menus or on the main screen graphic, but it'd reduce setup and change clicks bigtime.

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

Ninyania alCladdyth
McLuvin AstroDynamics
#10 - 2012-02-17 20:01:07 UTC  |  Edited by: Ninyania alCladdyth
A (configurable) warning for when, on your 14th planet, you've forgotten to route the output of a critical extractor/factory to your storage/LP, thus throwing your entire production chain a-skew... that'd be nice.

Dunno how many times I've returned to a planet a few days later, only to realize the extractor I carefully planted on a hot-spot has been happily extracting shedloads of precious metals -- and simply dumping them onto the ground -- because I missed a click.
Ajita al Tchar
Doomheim
#11 - 2012-02-17 20:59:18 UTC
Cyniac wrote:
Another simple improvement - allow for easier creating of links.

Right now to make a link:

1) Under the build menu click on create link
2) Select origin of link
3) Select destination of link
Go back to point 1

Given that when setting up a colony it is very rare to make a single link, it would be really great if it could go back to point 2 instead of having to go back to point 1 - this saves on the clickety fest. When you are done creating links you just click the thing again and voila, you are done.


There's kind of a shortcut way of doing this. If you start at 2) and click on one of the points while holding down ctrl, you can then click on the second point to be linked and the link will be created.
Katja Norolyev
Doomheim
#12 - 2012-02-20 12:16:32 UTC
Ninyania alCladdyth wrote:
A (configurable) warning for when, on your 14th planet, you've forgotten to route the output of a critical extractor/factory to your storage/LP, thus throwing your entire production chain a-skew... that'd be nice.

Dunno how many times I've returned to a planet a few days later, only to realize the extractor I carefully planted on a hot-spot has been happily extracting shedloads of precious metals -- and simply dumping them onto the ground -- because I missed a click.



Seconded, assuming that the functionality is not limited to your 14th planet. Lol

Really, it should have been obvious to add a safety notifying you that "You're about to suck the land dry and hurl the product into another dimension. Seriously, exactly zero good can come of this. Are you sure you wish to proceed?"


Also, some sort of log would be nice, so you can check if your storage nodes are overflowing their capacity at some point during your program without you having to log in once every 1/2/4 etc hours and check them like some sort of OCD paranoid spreadsheet addict. Not that I would know anything about that.

Also, adjustable font sizes on the PI UI? Pretty please with cherries on top? my vision is 20/20, I shouldn't have to get within 4 feet of my 58" monitor to read the output/hr ratios.

There's more, but I haven't rebuilt a colony in so long that I can't remember it right now.
Mavnas
The Scope
Gallente Federation
#13 - 2012-02-20 20:25:29 UTC
So I recently set up a world to produce P4s from P1s and P2s. After setting up and routing about 25 facilities worth of stuff, I logged off expecting to see good stuff in the morning. I realized that originally I had a second space port that I'd deleted because of PG limitations. The output had been originally routed to it, so instead... I got burned about 10m in materials to end up with nothing.

Heck, even some sort of visual indicator that your facilities aren't routed would be nice. And no, clicking each one in turn and then clicking again isn't a viable answer for a 25 facility setup. Shocked
Alain Kinsella
#14 - 2012-02-21 01:13:59 UTC
Katja Norolyev wrote:
Ninyania alCladdyth wrote:
A (configurable) warning for when, on your 14th planet, you've forgotten to route the output of a critical extractor/factory to your storage/LP, thus throwing your entire production chain a-skew... that'd be nice.

Dunno how many times I've returned to a planet a few days later, only to realize the extractor I carefully planted on a hot-spot has been happily extracting shedloads of precious metals -- and simply dumping them onto the ground -- because I missed a click.



Seconded, assuming that the functionality is not limited to your 14th planet. Lol

Really, it should have been obvious to add a safety notifying you that "You're about to suck the land dry and hurl the product into another dimension. Seriously, exactly zero good can come of this. Are you sure you wish to proceed?"


Also, some sort of log would be nice, so you can check if your storage nodes are overflowing their capacity at some point during your program without you having to log in once every 1/2/4 etc hours and check them like some sort of OCD paranoid spreadsheet addict. Not that I would know anything about that.

[--SNIP--]


Adding a simple API interface for PI would be enough. Planet list for the basic query, details on each PIN's status for specific planet query (probably in an XML or similar that would be computer-parsable).

@ Trebor - +1, yes please.

"The Meta Game does not stop at the game. Ever."

Currently Retired / Semi-Casual (pending changes to RL concerns).

Polgara
Galactic Defence Initiative
#15 - 2012-02-21 03:34:32 UTC  |  Edited by: Polgara
I think grouping them could be helpful or create a few new building types,

Custom Factory – Place it down and it uses no CPU or PW. Give it an interface like the Command station, Upgrade it to take a max number of factory’s based on the max level of the Command Station. CPU and PW are then calculated based on how many factory’s are “inside” make it a bigger node if needed. Then routing goods to and from it become easier.

Command Station upgrade – Add on to the command station upgrade building that increases the CPU OR PG, have it use CPU to create PG or PG to create CPU. Just like getting new servers would user more power or getting new generators would user up monitoring resources. < maybe best on the ideas page.. limit is 1 per planet.

A warning message about missing routes would be nice, and better visual representation of building routings. Pale yellow ghosting behind the buildings is hard to see on some planets. Ability to choose to not have the holographic building appear would help those that have a cluttered setup.

The Idea or Source and Destination would been cool if you could have both options on the one container.
Emma Royd
Maddled Gommerils
#16 - 2012-02-21 05:56:49 UTC
Some great suggestions here :) anything to reduce the clickfest is good.


atm I run 1 char producing pos fuels for me, and 3 chars P2-P3 producing Coolant for the market out of P2, they run 2x12 'factories' per planet, with 2 spaceports. One annoyance is when I load each one up every day, I've got to empty the spaceport first before I transfer from the CO to it as there isn't enough room in the spaceport for the incoming until the stuff there is moved out. So more clicking, more waiting for the timer Cry

Can this be tweaked so it allows a bi-directional transfer so it moves the stuff from the spaceport to CO 1st then the CO to spaceport instead of the other way round. That way it would reduce the clicks considerably.

Sounds a little confusing I know, but there's no other way I can explain it, especially at 6 in the morning without coffee Ugh
Trebor Daehdoow
The Scope
Gallente Federation
#17 - 2012-02-21 12:46:52 UTC
The ideas for reducing clickfest have merit; the ideas for new pins are a bit out of scope.

Keep them coming, there is enough here for a tight PI proposal.

Private Citizen • CSM in recovery

Ninyania alCladdyth
McLuvin AstroDynamics
#18 - 2012-02-22 00:02:40 UTC
Alain Kinsella wrote:

Adding a simple API interface for PI would be enough. Planet list for the basic query, details on each PIN's status for specific planet query (probably in an XML or similar that would be computer-parsable).


This would be very cool.
Daracon Rage
The Executives
#19 - 2012-02-22 03:22:01 UTC
I just want to be able to reset my damn extractors without there being a delay "oh the coms network is busy please wait 9 seconds"....

LOL I suppose I shouldn't complain about 9 seconds on a game where skills take days, weeks and months to complete right?
Professor Alphane
Les Corsaires Diable
#20 - 2012-02-22 03:49:06 UTC  |  Edited by: Professor Alphane
OK hopefully this simplisticly gives everyone what they want

A 2nd type of route, one 'In' one 'out'

Whatever link used on an extracter it should 'push'

Factories should 'pull' based on schematic through there inlink

and push there product through there outlink

Factories and space ports should be ctrl-click group selctable (though some functions may need to be 'greyed') for group schematic changes and launches.

To balance building functionality, CC should gain a 'reset all extarcotrs' button which stops (if neccesary) and repeats the current settings.

If the CSM are really are interested in promoting PI interests may I wipe the dust of this thread and present it for your consideration.

An idea for more skills

/edit

+1 for PI API

//edit

Another thread about PI skills

///edit

PI 2 is perhaps the biggest look at the future of PI though

[center]YOU MUST THINK FIRST....[/center] [center]"I sit with the broken angels clutching at straws and nursing our scars.." - Marillion [/center] [center]The wise man watches the rise and fall of fools from afar[/center]

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