Ability to filter Interface terminal to only see empty slots.
jarquafelmu opened this issue ยท 3 comments
Description
The crafting and pattern terminals are great in the ability to filter your view with what you want to see. You can look at only craftable things, or only things you actually have in storage or both. Furthermore, you can put in view cells to further define what you can see.
However, with the interface terminal, the options are rather limited. You can only search for existing pattern names. This can be useful if you're trying to find a certain pattern to change it but it presents some headaches.
Currently, to the best of my knowledge, there is no way to ask the interface terminal to just show you empty slots. Some people have suggested allowing the user to shift click a pattern into the terminal but this presents the question of, which interface should the pattern go into?
I believe the shift+click request is a type of this request. If we could view only empty slots, then it would make it much simpler to know where we can still put the patterns.
I am aware that we can tell the interfaces to not show up in the terminal, and this can help with pairing down the clutter that can show up there but it presents the issue of not being able to search for any patterns in the terminal that exist on those hidden interfaces, and we have to go hunt down which interfaces those are in order to check them.
Environment
- Minecraft Version: 1.10.2
- AE2 Version: rv4-alpha-11
- Forge Version: 12.18.3.2297
If the interface hiding UI is moved into the interface terminal, maybe it would be a good idea to add a "hide all full interfaces" button instead of a UI setting to hide them based on fullness. This would persistently change the setting to hide the interface.
Just showing empty slots does not really work as each row is a single interface.
An idea might be to have a couple of different modes. Like
- Default (current with hidden interfaces)
- Show all (including interface set to hidden)
- Show only interfaces with free slots
In that case it might also be an idea to move the "hide interface" setting into the terminal. The option to show all including hidden ones would still allow to solve screw ups.
Still there are a small edges cases. Like what happens, when someone accidentally puts a pattern into the last slot. Does it vanish immediately and the player has to cycle through the modes to find the pattern? Hopefully while still remembering its name?
Also it also opens a can of worm when exposing a setting via a terminal. While the hide one is not particularly important. Say compared to blocking mode, it will cause players to request that too. Something which is done intentionally for a couple of reasons.
It should also not devalue naming an interface.