
Search found 16 matches
- Fri Nov 08, 2024 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Automatic inventory stacking and sorting for Spidertron
- Replies: 4
- Views: 1899
Re: Automatic inventory stacking and sorting for Spidertron
How I wish I could cancel that
Or have an option to turn that off.

- Wed Oct 23, 2024 11:49 am
- Forum: Ideas and Suggestions
- Topic: Manual inventory sorting please!!
- Replies: 23
- Views: 13394
Re: Feature request: Ability to sort inventory on demand via UI
Does this do the sorting?
If I open a player inventory (character/logistic/crafting - three panels) - ctrl + click on an empty slot does nothing. If I open a chest - ctrl + click on an empty slot it moves all items from the start of the inventory to another one, nothing sorted.
If I open a player inventory (character/logistic/crafting - three panels) - ctrl + click on an empty slot does nothing. If I open a chest - ctrl + click on an empty slot it moves all items from the start of the inventory to another one, nothing sorted.
- Mon Oct 21, 2024 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Manual inventory sorting please!!
- Replies: 23
- Views: 13394
Feature request: Ability to sort inventory on demand via UI
TL;DR
Ability to sort inventory on demand through the UI if the player doesn't want to use auto-sort for inventory.
What ?
There is a lot of space next to the colour selection box. Let's add an inventory sort button there, which the player can click at will, rather than enabling the ability to ...
Ability to sort inventory on demand through the UI if the player doesn't want to use auto-sort for inventory.
What ?
There is a lot of space next to the colour selection box. Let's add an inventory sort button there, which the player can click at will, rather than enabling the ability to ...
- Mon Oct 21, 2024 12:14 pm
- Forum: Ideas and Suggestions
- Topic: Feature Request: Show full key bind for controls dialog
- Replies: 0
- Views: 154
Feature Request: Show full key bind for controls dialog
TL;DR
Ability to see long values in the controls dialog.
What ?
For those who use most modifiers in shortcuts for different control actions,
we can't open the controls dialog and see the full shortcut for an action. It cuts off the line with a ellipsis.
I see two solutions to the problem:
1 ...
Ability to see long values in the controls dialog.
What ?
For those who use most modifiers in shortcuts for different control actions,
we can't open the controls dialog and see the full shortcut for an action. It cuts off the line with a ellipsis.
I see two solutions to the problem:
1 ...
- Sat Jan 20, 2024 5:48 am
- Forum: Ideas and Suggestions
- Topic: Keep the name and description when updating a broken blueprint
- Replies: 0
- Views: 450
Keep the name and description when updating a broken blueprint
TL;DR
During the Blueprint overwrite operation (the blue "Select new content for the blueprint" button) — please, do not delete the name and description of the blueprint (unless they have problems with missing icons).
What ?
Now, if you have blueprints with entities from skipped mods, the ...
During the Blueprint overwrite operation (the blue "Select new content for the blueprint" button) — please, do not delete the name and description of the blueprint (unless they have problems with missing icons).
What ?
Now, if you have blueprints with entities from skipped mods, the ...
- Sat Jan 20, 2024 2:09 am
- Forum: Ideas and Suggestions
- Topic: Move/Request items by 10 (tens)
- Replies: 2
- Views: 760
Move/Request items by 10 (tens)
TL;DR
New modifier key (possible Alt/Option) to get 10 packs of item.
What ?
Currently we can move one pack of items at a time (SHIFT + click) or all items (CTRL + click) between the inventory and another chest/trunk,
or order one item for hands crafting (click without modifiers) or for all ...
New modifier key (possible Alt/Option) to get 10 packs of item.
What ?
Currently we can move one pack of items at a time (SHIFT + click) or all items (CTRL + click) between the inventory and another chest/trunk,
or order one item for hands crafting (click without modifiers) or for all ...
- Thu Dec 07, 2023 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Map Preview enhancements prior to game start!
- Replies: 7
- Views: 2296
Re: Map Preview enhancements prior to game start!
It would be handy if we could change the zoom even through the config — for those guys who take screenshots of the map in the preview dialog
- Sat Nov 25, 2023 5:55 am
- Forum: Ideas and Suggestions
- Topic: QoL Ore Visibility on Preview Map
- Replies: 7
- Views: 3875
Highlighting of resource/ore patches when previewing the map
TL;DR
Make the highlighting of resources on mouse hover (possibly with indication of their quantity) for the map preview in the dialog of creating a new game
What ?
Just do the same logic as when you open the map in the game itself: when player hover its mouse over a resource patch, it is ...
Make the highlighting of resources on mouse hover (possibly with indication of their quantity) for the map preview in the dialog of creating a new game
What ?
Just do the same logic as when you open the map in the game itself: when player hover its mouse over a resource patch, it is ...
- Sat Nov 18, 2023 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Sort mods alphabetically instead of by internal ID in "Controls settings"
- Replies: 6
- Views: 1416
Expanded search in the mod settings dialog/keys binding dialog (controls settings)
TL;DR
Search through all mods names in the mod settings dialog.
What ?
If you're a player who plays with a bunch of mods, you have a lot of options there.
The current search behaviour is filtering options by name. That's it. Not so handy if you're not looking for a specific option, but all ...
Search through all mods names in the mod settings dialog.
What ?
If you're a player who plays with a bunch of mods, you have a lot of options there.
The current search behaviour is filtering options by name. That's it. Not so handy if you're not looking for a specific option, but all ...
- Thu Oct 19, 2023 9:46 am
- Forum: Gameplay Help
- Topic: Intermediate recipes order and "total raw" resources in the tooltip
- Replies: 5
- Views: 1360
Re: Intermediate recipes order and "total raw" resources in the tooltip
2 different recipes, so there’ll be 2 different recipes in manual crafting too. Whichever one you click on will be the one used.
No, it's a question about multiple recipes for _intermediate_ ingredients. That is, you will only have one recipe for the final product, and how it selects the ...
- Tue Oct 17, 2023 7:06 pm
- Forum: Gameplay Help
- Topic: Intermediate recipes order and "total raw" resources in the tooltip
- Replies: 5
- Views: 1360
Re: Intermediate recipes order and "total raw" resources in the tooltip
this does not help: I want keep both recipes for hand crafting 
I plan to continue my experiments...

I plan to continue my experiments...
- Mon Oct 16, 2023 7:34 pm
- Forum: Gameplay Help
- Topic: Intermediate recipes order and "total raw" resources in the tooltip
- Replies: 5
- Views: 1360
Intermediate recipes order and "total raw" resources in the tooltip
I want to understand two things:
1) When ordering a complex recipe for hand assembly, and if there are several alternative recipes for intermediate ingredients, which recipe is chosen for the intermediate ingredients? What is the logic behind choosing a recipe here?
Example:
- I build a some custom ...
1) When ordering a complex recipe for hand assembly, and if there are several alternative recipes for intermediate ingredients, which recipe is chosen for the intermediate ingredients? What is the logic behind choosing a recipe here?
Example:
- I build a some custom ...
- Sun Oct 01, 2023 6:19 am
- Forum: Ideas and Suggestions
- Topic: DO NOT overlap the top buttons bar for dialogs in center position
- Replies: 1
- Views: 594
DO NOT overlap the top buttons bar for dialogs in center position
TL;DR
UI improvements, changing the location of dialogs to the center of the screen: DO NOT overlap the top buttons bar.
What ?
Now, when a new dialog opens in the center of the window, the current location is calculated like this:
Ypos := ( {Window Height} - {Quickbar Height} - {New Dialog ...
UI improvements, changing the location of dialogs to the center of the screen: DO NOT overlap the top buttons bar.
What ?
Now, when a new dialog opens in the center of the window, the current location is calculated like this:
Ypos := ( {Window Height} - {Quickbar Height} - {New Dialog ...
- Sun Dec 25, 2022 4:11 am
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 9418
Ability to copy properties from ghosts
Feature: Let's add the ability to copy properties from ghosts to ready built entities.
Why: Player can prepare a blueprint, and put it on top of an already built entity, so that the entity's properties from the blueprint are applied to the entity on the surface.
But now it looks weird that Player ...
Why: Player can prepare a blueprint, and put it on top of an already built entity, so that the entity's properties from the blueprint are applied to the entity on the surface.
But now it looks weird that Player ...
- Wed Apr 06, 2022 11:05 am
- Forum: Duplicates
- Topic: [1.1.57] The mods list sorting order is broken if they filtered by a term/name
- Replies: 1
- Views: 983
[1.1.57] The mods list sorting order is broken if they filtered by a term/name
Problem:
If a player open the mods list on the install tab, type something into the filter field, and try to sort mods by any columns except the name, the player will see that the list is not sorted correctly.
I'm assuming it's currently sorting by the field where the text occurs: the mod title ...
If a player open the mods list on the install tab, type something into the filter field, and try to sort mods by any columns except the name, the player will see that the list is not sorted correctly.
I'm assuming it's currently sorting by the field where the text occurs: the mod title ...
- Sun Jun 20, 2021 12:48 pm
- Forum: Modding interface requests
- Topic: Read access to interface setting "Fuzzy search"
- Replies: 4
- Views: 1376
The fuzzy search state accessible from LuaPlayer
TL;DR
I would like to know about the user preferred search type (fuzzy or not)
What ?
We already have an option on LuaPlayer for the alt-mode:
- show_entity_info :: boolean [RW] (Show overlay icons on entities)
Let's expand it with one more option:
- fuzzy_search :: boolean [R] or [RW ...
I would like to know about the user preferred search type (fuzzy or not)
What ?
We already have an option on LuaPlayer for the alt-mode:
- show_entity_info :: boolean [RW] (Show overlay icons on entities)
Let's expand it with one more option:
- fuzzy_search :: boolean [R] or [RW ...