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Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:16 pm
by Klonan

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:22 pm
by Ludwig234
I love the quickbar

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:22 pm
by Amegatron
Sounds nice.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?

UPD: nvm, didn't read carefully.

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:23 pm
by Blacksmoke16
Will the pages you define for the quick bar persist between game to game or server to server?

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:23 pm
by Blacksmoke16
Amegatron wrote:
Fri Jan 18, 2019 1:22 pm
Sounds nice.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?
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.

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:24 pm
by Engimage
I am definitely waiting for this release like never before!

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:25 pm
by ethernal
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

Posted: Fri Jan 18, 2019 1:26 pm
by Amegatron
Blacksmoke16 wrote:
Fri Jan 18, 2019 1:23 pm
Amegatron wrote:
Fri Jan 18, 2019 1:22 pm
Sounds nice.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?
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.
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].

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:29 pm
by L0laapk3
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).

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:29 pm
by tzwaan
Amegatron wrote:
Fri Jan 18, 2019 1:26 pm
Blacksmoke16 wrote:
Fri Jan 18, 2019 1:23 pm
Amegatron wrote:
Fri Jan 18, 2019 1:22 pm
Sounds nice.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?
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.
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].
That's what he just said though.

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

Posted: Fri Jan 18, 2019 1:35 pm
by Serenity
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! :D

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:35 pm
by Amegatron
DELETED
UPD: Sorry, I just read it more atentively :/ NVM.

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:35 pm
by imajor
What about the hand? Is that still a special inventory entry?

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:40 pm
by kitasima
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.

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:41 pm
by Pinga
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.
The number of pages visible on the main screen is configurable.
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?

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:45 pm
by Jonathan88
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

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:49 pm
by psihius
@Twinsen @Klonan now, let's talk about Spidertron... :twisted: :D

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:51 pm
by MicFac
Jonathan88 wrote:
Fri Jan 18, 2019 1:45 pm
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
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.

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 1:52 pm
by MicFac
It seems to always be the case, but $nextUpdate is going to be the biggest Factorio release so far.
What happened there? is "$nextUpdate" some kind of formatting error?

Re: Friday Facts #278 - The new quickbar

Posted: Fri Jan 18, 2019 2:05 pm
by Zalminen
MicFac wrote:
Fri Jan 18, 2019 1:52 pm
It seems to always be the case, but $nextUpdate is going to be the biggest Factorio release so far.
What happened there? is "$nextUpdate" some kind of formatting error?
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.