The background is a screen wide picture. I don't see how scale can be adjusted dynamically for a single bar.
Yeah, as Meridian said, removing the numbers altogether would be best. Perhaps making a ruleset option for 'no overflow' that switches to that alternate image.
What is scaling based on max value? Do you mean bar is staying more less as is but the scale under it shrinks?
I was imagining just rescaling the full/empty cutoff (which is the most important bit of info) and putting the rightmost edge of a 'max' bar at, IDK, 280 or 290. Small bars can stay as they are, anything over OG defaults (the background numbers) gets scaled down. Optionally, have a variable for each entry to define the 'soft max' (current 150/300/1150 or whatever the defence number is).
Also I see your numbers are so big they don't even fit to the number space. That is more of a mod problem that allows it. I faced same in mine and ended up just reducing item sizes across the board so that standard storage capacity can accommodate more of them rather than building more storage facilities.
Yeah, but that also applies to living space, radars, etc. I get it that rebalancing the mod is the way to go, but I've never had the willpower to periodically go through all the
hundreds of items in XCF and change their sizes instead of just altering half a dozen values in facilities.rul, changing all the research and manufacture values instead of playing around with scientist/engineer capacity, etc.
For equipment bar I am not sure what it depicts. Is it a sum of all items "sizes" or a count?
I'm not sure, either, but it fills up
really fast, usually at under 100 items, and I can have just that much ammo for 2-3 types of guns there. Less insane people than me will still easily break the 80-item limit. XCF used to have limits of 999 items a little while ago, but got rid of them for technical reasons.
What use of this bar anyway? Why would I care how many items are on board?
Unless, of course, there is a limit. Then naturally the limit should be whole screen.
There
can be a limit. Two, in fact, 'maxItems' and 'maxStorageSpace'.
As far as usage goes, it's not something very useful, maybe for seeing whether you've accidentally removed your 10 000-strong alien-busting loadout in favour of 30 jumpsuits and purse pistols for a restrictive undercover op. But it's
there, and tauntingly useless most of the time in its current incarnation.
Not sure what should happen if there's no limit defined for the craft. Maybe some preset variable for 'average' soldier loadout that defaults to something like [4-5]*[soldier capacity of the craft], or however much stuff people carry per soldier while playing vanilla UFO these days.
I don't remember discussing this.
Either didn't happen, or I wasn't there, or it was too long ago for my old memory.
I don't recall advising that either, but it sounds like me, that's true.
Yeah, I can't find it either, not even the storage advice, although I definitely remember reading that.
In any case, it wasn't explicitly rejected (I'd remember that).
Sounds like an easy implementation to me... if someone can propose a good solution (with all above considerations considered).
Maybe we should try to hash out a solution here, and then make an OXCE feature request if it looks passable to a few people (and hopefully also at least one published modder)?
Edit:
With this in mind, it may make sense to draw bars in the form of percentage or something. Like scientist bar max is always same length (100%) and the value is the percentage.
Well, my proposal is to let small bases have smaller 'max' bars, but after a threshold number it'd be exactly that.
Values instead of percentages are still useful, I'd certainly like to know whether that '50%' is 200 scientists or 500.