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 CTLab - Can Build indicator if parts are available 
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Joined: Sun Feb 03, 2013 2:43 am
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In the CT lab, under each item, I would like to see a **Can Build** indicator message if there are enough parts in the cargo hold to create that item.

Right now, I have to look at the contents of the cargo hold and compare it to the wiki page for the Collective_Theory_Lab, to figure out if an item can be built.

Call me lazy, but this addition would be helpful.

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Sat Apr 20, 2013 7:15 pm
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I like this idea. I tend just to click the button and look for the success or you do not have enough of message, but this would be easier. The button should grey out if you don't have the artis, and can have the lacking artifact(s) noted on the tooltip.

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Sat Apr 20, 2013 7:24 pm
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+1
simple and effective.


Sun Apr 21, 2013 12:12 am
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A big +1 from me

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Sun Apr 21, 2013 12:21 am
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No. As things stand, the server only polls 2 or 3 items in your cargo (depending on recipe) and your energy bar when you click to build something. This suggestion would force a poll of ALL ctlab-used artifacts in your cargo and your energy bar when you open the labtab AND every time you click build. Not to mention, how would the energy requirements be handled? A full lab currently requires 1915 energy to build one of each item. What if you only have 1000 energy? You can't build something if you don't have enough energy. Which items get grayed out? Same with artifacts that are used on more than one recipe. If you have enough to build one item but not both, which one is gray?

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Sun Apr 21, 2013 1:47 pm
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Darth Flagitious wrote:
No. As things stand, the server only polls 2 or 3 items in your cargo (depending on recipe) and your energy bar when you click to build something. This suggestion would force a poll of ALL ctlab-used artifacts in your cargo and your energy bar when you open the labtab AND every time you click build. Not to mention, how would the energy requirements be handled? A full lab currently requires 1915 energy to build one of each item. What if you only have 1000 energy? You can't build something if you don't have enough energy. Which items get grayed out? Same with artifacts that are used on more than one recipe. If you have enough to build one item but not both, which one is gray?



This

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Sun Apr 21, 2013 2:03 pm
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Darth Flagitious wrote:
No. As things stand, the server only polls 2 or 3 items in your cargo (depending on recipe) and your energy bar when you click to build something. This suggestion would force a poll of ALL ctlab-used artifacts in your cargo and your energy bar when you open the labtab AND every time you click build. Not to mention, how would the energy requirements be handled? A full lab currently requires 1915 energy to build one of each item. What if you only have 1000 energy? You can't build something if you don't have enough energy. Which items get grayed out? Same with artifacts that are used on more than one recipe. If you have enough to build one item but not both, which one is gray?

If you can build both of them, but you have to choose which one, then neither would be greyed out. You are physically able to build either. After building, it then checks the artifacts again and greys out both of them.
I think this is a good idea, but not one that should get immediate attention. +1


Sun Apr 21, 2013 2:58 pm
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Joined: Tue Feb 14, 2012 1:08 am
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Darth Flagitious wrote:
No. As things stand, the server only polls 2 or 3 items in your cargo (depending on recipe) and your energy bar when you click to build something. This suggestion would force a poll of ALL ctlab-used artifacts in your cargo and your energy bar when you open the labtab AND every time you click build. Not to mention, how would the energy requirements be handled? A full lab currently requires 1915 energy to build one of each item. What if you only have 1000 energy? You can't build something if you don't have enough energy. Which items get grayed out? Same with artifacts that are used on more than one recipe. If you have enough to build one item but not both, which one is gray?

I believe the concept is to be tracking for each individual recipe, rather than the whole CT lab. May create more lag and take a bit of coding, however...


Sun Apr 21, 2013 3:51 pm
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Lag wouldn't be more than what you experience in the Trade tab.

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Sun Apr 21, 2013 6:03 pm
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Darth Flagitious wrote:
No. As things stand, the server only polls 2 or 3 items in your cargo (depending on recipe) and your energy bar when you click to build something. This suggestion would force a poll of ALL ctlab-used artifacts in your cargo and your energy bar when you open the labtab AND every time you click build.

So the same information that is pulled from the server every time you go to your cargo tab, or click on "Use (Enemy|Planet|Other|an) Artifact", or click on any of those artifacts, would need to be pulled when you click on the "Visit Theory Lab" button or a "Create" button within. Dan has the real numbers, but do you honestly think something that happens so often already will overload the servers if it's linked to the lightly used theory lab?

Even if every active ship clicked on the theory lab an average of 3 times a day and built 2 things each time, you're looking at 9 more requests for information the server probably sent to that player at least 200 times that day? I suspect for my ship, I'm pulling that info over 1000 times a day already, and I only check in on the lab a couple of times a week. Dan's got the real info for these actions, but I really can't see it creating a significant increase in server load.

Darth Flagitious wrote:
Not to mention, how would the energy requirements be handled? A full lab currently requires 1915 energy to build one of each item. What if you only have 1000 energy? You can't build something if you don't have enough energy. Which items get grayed out?

That's a strawman, who said anything about energy requirements? Only the artifact requirement was raised and discussed at this point. Just like all the other buttons in the game, check energy requirements on click. The energy amount is already listed on the button, and your current energy is in the header, this is not obscured info.

Darth Flagitious wrote:
Same with artifacts that are used on more than one recipe. If you have enough to build one item but not both, which one is gray?

LOL, that doesn't even make sense. Both are available until you build one. Then on refresh, both are unavailable. You know how this works!

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Sun Apr 21, 2013 6:09 pm
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PaulHsiao wrote:
Darth Flagitious wrote:
No. As things stand, the server only polls 2 or 3 items in your cargo (depending on recipe) and your energy bar when you click to build something. This suggestion would force a poll of ALL ctlab-used artifacts in your cargo and your energy bar when you open the labtab AND every time you click build. Not to mention, how would the energy requirements be handled? A full lab currently requires 1915 energy to build one of each item. What if you only have 1000 energy? You can't build something if you don't have enough energy. Which items get grayed out? Same with artifacts that are used on more than one recipe. If you have enough to build one item but not both, which one is gray?

I believe the concept is to be tracking for each individual recipe, rather than the whole CT lab. May create more lag and take a bit of coding, however...


But in order to track each individual recipe and show a Can/Cannot build button for everything, you have to poll all standard artifacts that are used in ALL the recipes each time you "refresh" the CTL. Ease of coding would require it to also poll artifacts used in recipes that aren't even unlocked yet. There's no "may create" more lag about it. It "will create" more lag, and that's enough for me to give this a thumb's down.

XxDarthDexterxX wrote:
Lag wouldn't be more than what you experience in the Trade tab.


Is that supposed to be supportive of the suggestion? Anything that increases lag in the game is not a good thing...

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Sun Apr 21, 2013 6:11 pm
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Darth, server scripts execute simultaneously. Adding this in would affect anyone other than those who look at the CT Lab, even then you may not even notice it.

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Sun Apr 21, 2013 6:22 pm
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tobad we cant scroll lock or filter them. i hate having to scroll to make 30 walkers.

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Sun Apr 21, 2013 6:39 pm
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itsSoulPLayAgain wrote:
tobad we cant scroll lock or filter them. i hate having to scroll to make 30 walkers.

Yeah, wish there was a filter box there and some other places too (ship mod screen, trade "Send # item to:" window)...

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Sun Apr 21, 2013 6:44 pm
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itsSoulPLayAgain wrote:
tobad we cant scroll lock or filter them. i hate having to scroll to make 30 walkers.


But if there was a filter then you'd have to track all of the other items in the CTLab which did not go by the name you were looking for so you could get rid of them which would cause far too much lag and Facebook itself would surely explode. For these reasons, this gets a -1 from me.

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Sun Apr 21, 2013 8:21 pm
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Silens wrote:
itsSoulPLayAgain wrote:
tobad we cant scroll lock or filter them. i hate having to scroll to make 30 walkers.


But if there was a filter then you'd have to track all of the other items in the CTLab which did not go by the name you were looking for so you could get rid of them which would cause far too much lag and Facebook itself would surely explode. For these reasons, this gets a -1 from me.

only if you are really really bad at programming, or that was your intent.

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Sun Apr 21, 2013 8:23 pm
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KJReed wrote:
Silens wrote:
itsSoulPLayAgain wrote:
tobad we cant scroll lock or filter them. i hate having to scroll to make 30 walkers.


But if there was a filter then you'd have to track all of the other items in the CTLab which did not go by the name you were looking for so you could get rid of them which would cause far too much lag and Facebook itself would surely explode. For these reasons, this gets a -1 from me.

only if you are really really bad at programming, or that was your intent.

How would that make Lag i dont understand we have MANY filters in GL already on much bigger scales and we dont have that issue.

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Sun Apr 21, 2013 9:07 pm
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itsSoulPLayAgain wrote:
Silens wrote:
itsSoulPLayAgain wrote:
tobad we cant scroll lock or filter them. i hate having to scroll to make 30 walkers.


But if there was a filter then you'd have to track all of the other items in the CTLab which did not go by the name you were looking for so you could get rid of them which would cause far too much lag and Facebook itself would surely explode. For these reasons, this gets a -1 from me. *sarcasm*

How would that make Lag i dont understand we have MANY filters in GL already on much bigger scales and we dont have that issue.


I've subtly edited my post to make it a little more understandable.

- Please note that I assumed your message was aimed at me despite quoting KJReed. Ignore it if I was wrong.

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Sun Apr 21, 2013 9:09 pm
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