Search found 5 matches
- Tue Nov 26, 2024 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 30
- Views: 1599
Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation
I wouldn't say that Escape is far away, and these buttons by default are for Previous / Next, which Factorio now uses too, and is quite convenient once you have to deal with multiple surfaces (once you go to space). "I have to move my hand" == "far away" Re: previous/next, I gue...
- Tue Nov 26, 2024 2:39 pm
- Forum: Ideas and Suggestions
- Topic: Drawing tool for spaceships
- Replies: 1
- Views: 155
Re: Drawing tool for spaceships
Neat QoL adjustment
- Tue Nov 26, 2024 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Show logistic range for ghost robotports
- Replies: 11
- Views: 436
- Tue Nov 26, 2024 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 30
- Views: 1599
Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation
Not a solution for everyone, but in my "General Mousing" mouse binding profile, the two side buttons are "Enter" and "Escape". Convenient reach for oft-used keys inconveniently far away from the gamer/programmer's home row (shiftWASD).
- Fri Nov 22, 2024 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Prompt "Sync mods and load?" when loading a save with different mods than currently active
- Replies: 0
- Views: 51
Prompt "Sync mods and load?" when loading a save with different mods than currently active
TL;DR When loading a save with anything other than the current active set of mods, ask the player if they would like to sync mods before loading or just load with the current set. What? Pretty straightforward: if the save file you are loading has any delta between its mods and the mods your active ...