Friday Facts #278 - The new quickbar
Re: Friday Facts #278 - The new quickbar
I love the quickbar
But whenever I say that I will do this or that, it looks very different when the time comes.
Re: Friday Facts #278 - The new quickbar
Sounds nice.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?
UPD: nvm, didn't read carefully.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?
UPD: nvm, didn't read carefully.
Last edited by Amegatron on Fri Jan 18, 2019 1:38 pm, edited 1 time in total.
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Re: Friday Facts #278 - The new quickbar
Will the pages you define for the quick bar persist between game to game or server to server?
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Re: Friday Facts #278 - The new quickbar
keys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page.
Last edited by Blacksmoke16 on Fri Jan 18, 2019 1:24 pm, edited 1 time in total.
Re: Friday Facts #278 - The new quickbar
I am definitely waiting for this release like never before!
Re: Friday Facts #278 - The new quickbar
Love the quick bar and pages concept, please do the same for Logistic Requests and Trash slots. It's gonna be a life saver!
Re: Friday Facts #278 - The new quickbar
I meant the other thing. Imagine I have 2 active quickbar rows. The question was: will it be possible to activate any of other 8 pages by hotkey, e.g. Ctrl+Shift+[0-9].Blacksmoke16 wrote: ↑Fri Jan 18, 2019 1:23 pmkeys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page.
Re: Friday Facts #278 - The new quickbar
As for the ghost cursor stuff, I don't really like having it disabled by default.
You already know theres gonna be 100 million people who will never realise that its an option.
I think it would be a good idea to turn it on automatically when you unlock construction robots, and give a quick popup to explain it. (And optionally a setting: enable ghost cursor before construction robots or something along those lines).
You already know theres gonna be 100 million people who will never realise that its an option.
I think it would be a good idea to turn it on automatically when you unlock construction robots, and give a quick popup to explain it. (And optionally a setting: enable ghost cursor before construction robots or something along those lines).
Re: Friday Facts #278 - The new quickbar
That's what he just said though.Amegatron wrote: ↑Fri Jan 18, 2019 1:26 pmI meant the other thing. Imagine I have 2 active quickbar rows. The question was: will it be possible to activate any of other 8 pages by hotkey, e.g. Ctrl+Shift+[0-9].Blacksmoke16 wrote: ↑Fri Jan 18, 2019 1:23 pmkeys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page.
keys 1 to 0 will pick the items
shift + 1 to shift + 0 will change the page.
There don't seem to be any shortcuts for the bottom toolbar row (which there aren't currently in the game either)
Re: Friday Facts #278 - The new quickbar
Love it. It's always annoying when things move between the quickbar and the inventory for some reason.
Or just that you can now see how much of some item that you really have instead of just the one stack in the toolbelt
And the multiple quickbars for different situations. YES!
Or just that you can now see how much of some item that you really have instead of just the one stack in the toolbelt
And the multiple quickbars for different situations. YES!
Re: Friday Facts #278 - The new quickbar
DELETED
UPD: Sorry, I just read it more atentively :/ NVM.
UPD: Sorry, I just read it more atentively :/ NVM.
Last edited by Amegatron on Fri Jan 18, 2019 1:40 pm, edited 3 times in total.
Re: Friday Facts #278 - The new quickbar
What about the hand? Is that still a special inventory entry?
Re: Friday Facts #278 - The new quickbar
Dear developers.
I have introduced MOD which increases the number of quick bars (2 -> 3 -> 4 ...). Are there compatibility or extensibility in the roadmap?
I am not satisfied with the two quick bars. ; )
thank you.
I have introduced MOD which increases the number of quick bars (2 -> 3 -> 4 ...). Are there compatibility or extensibility in the roadmap?
I am not satisfied with the two quick bars. ; )
thank you.
Re: Friday Facts #278 - The new quickbar
Nice! Now questions:
1) Will my toolbars' layout be remembered across games? Having to remake your toolbars every game, every multiplayer server, every load, is not very fun.
1) Will my toolbars' layout be remembered across games? Having to remake your toolbars every game, every multiplayer server, every load, is not very fun.
2) Does this means I can have more than 2 active toolbars (like Bob's), or is it related to the ammount of extra pages, up to 10?The number of pages visible on the main screen is configurable.
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Re: Friday Facts #278 - The new quickbar
Automatically turning on ghost place when construction robots/blueprints/whatever is unlocked sounds smart. Also retaining the ability to turn it on yourself in the options as well maybe (the option should be "allow ghost placing before construction robots researched")
The quickbar looks amazing! I'm going to have to train myself to get super efficient with the 1-0/shift1-0 combinations to pick items quickly!
One question: will quickbar settings be continuous between games? I can see the benefits of this - you don't have to reset all 100 slots everytime you restart - but I think overall it might make more sense not to sync it between saves:
1) Items you have in your shortcuts at the end of your last game will almost certainly not be unlocked at the beginning of your new game. I will just be faced with a wall of unusable ghosts which make me feel disappointed that I haven't unlocked yet.
2) It discourages changing play style. If all my shortcuts are set in preference of doing things one way (eg. certain weapons/capsules, or only laser turrets, not flamethrowers), then I'll play the same sort of way next time. Not that I'll forget alternatives exist, but the options I'm familiar and used to are presented in a handy way so I don't have to find them, and notice another weapon whilst I'm looking.
Hope that makes sense!
P.S. I am all for delaying 0.17 for as long as necessary until you're completely ready to make it experimental
The quickbar looks amazing! I'm going to have to train myself to get super efficient with the 1-0/shift1-0 combinations to pick items quickly!
One question: will quickbar settings be continuous between games? I can see the benefits of this - you don't have to reset all 100 slots everytime you restart - but I think overall it might make more sense not to sync it between saves:
1) Items you have in your shortcuts at the end of your last game will almost certainly not be unlocked at the beginning of your new game. I will just be faced with a wall of unusable ghosts which make me feel disappointed that I haven't unlocked yet.
2) It discourages changing play style. If all my shortcuts are set in preference of doing things one way (eg. certain weapons/capsules, or only laser turrets, not flamethrowers), then I'll play the same sort of way next time. Not that I'll forget alternatives exist, but the options I'm familiar and used to are presented in a handy way so I don't have to find them, and notice another weapon whilst I'm looking.
Hope that makes sense!
P.S. I am all for delaying 0.17 for as long as necessary until you're completely ready to make it experimental
FactoriOh No: when it's accidentally 2am, again
Re: Friday Facts #278 - The new quickbar
@Twinsen @Klonan now, let's talk about Spidertron...
Re: Friday Facts #278 - The new quickbar
I definitely agree. Maybe there could be the option to copy the quickbar configuration from the last open save to a newly created map, off by default.Jonathan88 wrote: ↑Fri Jan 18, 2019 1:45 pmAutomatically turning on ghost place when construction robots/blueprints/whatever is unlocked sounds smart. Also retaining the ability to turn it on yourself in the options as well maybe (the option should be "allow ghost placing before construction robots researched")
The quickbar looks amazing! I'm going to have to train myself to get super efficient with the 1-0/shift1-0 combinations to pick items quickly!
One question: will quickbar settings be continuous between games? I can see the benefits of this - you don't have to reset all 100 slots everytime you restart - but I think overall it might make more sense not to sync it between saves:
1) Items you have in your shortcuts at the end of your last game will almost certainly not be unlocked at the beginning of your new game. I will just be faced with a wall of unusable ghosts which make me feel disappointed that I haven't unlocked yet.
2) It discourages changing play style. If all my shortcuts are set in preference of doing things one way (eg. certain weapons/capsules, or only laser turrets, not flamethrowers), then I'll play the same sort of way next time. Not that I'll forget alternatives exist, but the options I'm familiar and used to are presented in a handy way so I don't have to find them, and notice another weapon whilst I'm looking.
Hope that makes sense!
P.S. I am all for delaying 0.17 for as long as necessary until you're completely ready to make it experimental
Re: Friday Facts #278 - The new quickbar
What happened there? is "$nextUpdate" some kind of formatting error?It seems to always be the case, but $nextUpdate is going to be the biggest Factorio release so far.
Re: Friday Facts #278 - The new quickbar
It's just a programmer joke. $nextUpdate would be a variable holding the value of the next update.
And since the releases just keep growing and growing, every next update is always bigger than the one before that.