Skill tree UI is still bad #134

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opened 2026-08-28 12:22:01 +00:00 by metaheavens · 1 comment
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the explanation can overlap the price. put the explanation on the left, the price on the right. Instead of showing text if I don't have enough rock, the do something like showing price divided by what's available. The available money should be smaller than the actual price. the color of the lower number should be red or something like this when not enough money is available

the explanation can overlap the price. put the explanation on the left, the price on the right. Instead of showing text if I don't have enough rock, the do something like showing price divided by what's available. The available money should be smaller than the actual price. the color of the lower number should be red or something like this when not enough money is available
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Done in ea25318.

The overlap. The explanation and the price were both centred in the same band at the bottom of the panel - the detail label spanning the full width, the cost number on top of the middle of it. A two-line description was enough to reach the number. They are side by side now: text on the left of the band, price tag on the right, and the test walks all 17 descriptions in the tree and takes the longest to check the two rectangles do not intersect.

The price. It reads what you HOLD over what it COSTS, with the held figure drawn smaller than the price - a price is a fact about the thing, what you hold is a fact about you - and turning red when it is short.

That replaces two sentences the panel used to print, one per shortage: "Not enough rocks - you have 12" and "Not enough research points - you have 1, need 2". Research points are now an entry on the tag in their own right, so it says which thing is missing without needing a line of prose per possibility, and the status line below is left blank in that case rather than repeating in words what the colour already says.

The same widget is what every other buying menu now uses - see #137 - so the skill panel is no longer its own dialect even though its layout still is.

Done in `ea25318`. **The overlap.** The explanation and the price were both centred in the same band at the bottom of the panel - the detail label spanning the full width, the cost number on top of the middle of it. A two-line description was enough to reach the number. They are side by side now: text on the left of the band, price tag on the right, and the test walks all 17 descriptions in the tree and takes the longest to check the two rectangles do not intersect. **The price.** It reads what you HOLD over what it COSTS, with the held figure drawn smaller than the price - a price is a fact about the thing, what you hold is a fact about you - and turning red when it is short. That replaces two sentences the panel used to print, one per shortage: "Not enough rocks - you have 12" and "Not enough research points - you have 1, need 2". Research points are now an entry on the tag in their own right, so it says *which* thing is missing without needing a line of prose per possibility, and the status line below is left blank in that case rather than repeating in words what the colour already says. The same widget is what every other buying menu now uses - see #137 - so the skill panel is no longer its own dialect even though its layout still is.
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metaheavens/spaceship#134
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