Search found 12 matches
- 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: 153
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) โ 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: 246
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 availab...
- Thu Dec 07, 2023 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Map Preview enhancements prior to game start!
- Replies: 7
- Views: 1493
Re: Map Preview enhancements prior to game start!
It would be handy if we could change the zoom even through the config โ 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: 3001
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 highlight...
- 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: 767
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 options ...
- Thu Oct 19, 2023 9:46 am
- Forum: Gameplay Help
- Topic: Intermediate recipes order and "total raw" resources in the tooltip
- Replies: 5
- Views: 760
Re: Intermediate recipes order and "total raw" resources in the tooltip
2 different recipes, so thereโll 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 intermedia...
- Tue Oct 17, 2023 7:06 pm
- Forum: Gameplay Help
- Topic: Intermediate recipes order and "total raw" resources in the tooltip
- Replies: 5
- Views: 760
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: 760
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 ...
- 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: 283
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 Height}...
- 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: 6421
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 ca...
- 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: 731
[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, th...
- Sun Jun 20, 2021 12:48 pm
- Forum: Modding interface requests
- Topic: Read access to interface setting "Fuzzy search"
- Replies: 4
- Views: 1036
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] Why ? Thus, ...