Re: Friday Facts #278 - The new quickbar
Posted: Fri Jan 18, 2019 8:30 pm
So I gather that the Tech that needs to be researched for the bigger Quickbar got nuked too?
This. Definitely this. ALT is already annoying enough as folks who alt-tab in and out of the game have to constantly hit it again when returning to restore the former state of 'show info'. Keep the old hotkey functionality of the quickbar, repurpose ALT for the page switching, and move 'show info' to a less frequently pressed key. I recommend ALT + ~ for that.LookRight wrote: ↑Fri Jan 18, 2019 8:00 pmWouldn't Alt be better used as a modifier key and "Show Info" be moved somewhere else? Ctrl wouldn't hurt anything, and Alt would be a small change to relearn instead of the massive 1-0 thing.
The current bindings already served most of us very well and this is a big and entirely avoidable hurting point.[/i]
I hope so. Gating features behind research is a bad idea. Just ask Kerbal Space Program players. "You want to open all solar panels at once with a single key? That'll be $700k for a bigger assembly building."
This is incredibly identical to my thoughts I find Ctrl to be easiest and most seamless.LookRight wrote: ↑Fri Jan 18, 2019 8:00 pmWhen you have to lift your entire left hand away from WASD, a quickbar is no longer quick.
You were entirely right when you made your initial binding decisions and it's sad to see such a good break from convention get discarded because it hit a small conflict from a new feature- a conflict that could be completely avoided if ctrl, alt or another alternative was used instead. It's bulldozing what most existing players have been happily using for years. Maybe a StarCraft pro can instantly find their way to the 9 key and back without a glance down, but I have no hope and I'm no klutz. It can't be called a 'just get used to it and you'll end up better off' kind of change which I would be a fan of.
Plenty of others have raised the point, and a couple are barely forum users like me who are making a special effort. It's a near and dear subject. Come out and speak up too, fellow lurkers. Get out here and tell me why it's right or wrong.
I've been using the same scheme for years in all sorts of games! I'm using Alt as well here but you can't see it.
If your rebuttal is "so just rebind them then":
I really don't want to have to rebind twenty+ keys each update and probably break half the functions of the multitoolbar in the process when the multibars could go easily onto a modifier key that doesn't break everything else instead. Wouldn't the entirely-unused Ctrl be a better choice for multibars? Wouldn't Alt be better used as a modifier key and "Show Info" be moved somewhere else? Ctrl wouldn't hurt anything, and Alt would be a small change to relearn instead of the massive 1-0 thing.
The current bindings already served most of us very well and this is a big and entirely avoidable hurting point.
Since March or soJap2.0 wrote: ↑Fri Jan 18, 2019 7:45 pmUmm... 0.16 is stable?KoblerMan wrote: ↑Fri Jan 18, 2019 7:40 pmHey, here's an idea. Declare 0.16 stable and do an experimental release of Factorio 0.17, so that the players can do the playtesting for you. Everybody wins (except the biters)!While some initial playtesting shows that most things are stable, we have yet to have our typical office-wide week/fortnight of playtesting and tweaking. Inevitably things that we need to solve will come up during this playtesting, so it would be unwise to release before it is complete.
It seems so, as bars 6 and 1 share storage chests and yellow belts. As well as power poles and roboports being reused several times.malventano wrote: ↑Fri Jan 18, 2019 8:26 pmWill it be possible to have the same item ('shortcut to inventory item') on multiple quickbar pages? Say if you wanted rails present on both your outpost and your train building pages, so that you could switch from one to the other and still have rails handy on both, without having to keep switching back to the train page to grab rails while building an outpost.
Last stable since mid JuneEstebanLB wrote: ↑Fri Jan 18, 2019 9:13 pmSince March or soJap2.0 wrote: ↑Fri Jan 18, 2019 7:45 pmUmm... 0.16 is stable?KoblerMan wrote: ↑Fri Jan 18, 2019 7:40 pmHey, here's an idea. Declare 0.16 stable and do an experimental release of Factorio 0.17, so that the players can do the playtesting for you. Everybody wins (except the biters)!While some initial playtesting shows that most things are stable, we have yet to have our typical office-wide week/fortnight of playtesting and tweaking. Inevitably things that we need to solve will come up during this playtesting, so it would be unwise to release before it is complete.
I agree. You fill your inventory with construction stuff. But bots takes only 50 of them, and take the rest from base supply... You end up with a ton of unused construction stuff in your inventory, that you need to dispose of. So you run to your base supply chests to dump your stuff in it. But they are already filled with brand new stuff.Shingen wrote: ↑Fri Jan 18, 2019 3:24 pmthe ability to lock out the base from building ghosts in player's range would be nice in some situations, like when you're building something requiring more robots than you have on you.
currently the base just fills the rest of the ghosts, which may take ages if the storage is far away, while you could do it yourself in 2 seconds with the robots that have just returned to you.
the problem i see here is that if you had no resources of that type, these structures wouldn't have gotten build until you move away.
so imo base could be prevented from building things close to you if and only if you have the resources required.
I've suggested something very similar multiple times egManaUser wrote: ↑Fri Jan 18, 2019 6:15 pmSomeone on reddit suggested that a better implementation for the ghost cursor thing then having it off by default or activate when you research bots would be to require holding shift, same as when you place ghosts from a real item. If you attempted to place it without shift you'd just get the error sound, which should be enough to stop newbies getting confused.
You could also hold shift and mouse click an item in a toolbar slot to enter ghost mode. This should be intuitive to any players who have learnt about placing ghosts by shift-clicking, and it won't cause any more confusion for new players than the already mentioned mechanic of shift-clicking when placing buildings.Zavian wrote: ↑Thu Jan 17, 2019 5:59 amPersonally i would rather see the devs use shift-q for selecting an in game item or ghost to place as a ghost. That would also be useful when you want to build something that isn't currently in your inventory. (Point to an item or ghost, press and hold shift, press q, then left click the mouse to place ghosts, cancel the mode when shift is released. If they are will to change the default keybind for quickbar slots 6-10, then you could also trigger this mode using shift + the quickbar slot key).
How about this: logistic robots do not deliver to a player with no armor equipped?
Ooo I hadn't thought of that, that would be annoying. Maybe if you're bare handed you get in your hand the last thing you crafted?FasterJump wrote: ↑Fri Jan 18, 2019 11:27 pmThe only downside is: when you craft an item to use right now, it doesn't go to the quickbar.
• Suggestion: Create a "History" filter. For example if you have 2 "history" slots on the end of your toolbar, those will act like your firefox browser. It will always show the last 2 created items.
Resupply and trashing of items by bots should both be easily toggleable somehow. I don't remember when i last died in Factorio. But i would like the bots to wait until i finished altering my resupply/trash setting changes.