Yeah I was wondering that just before postingBlueTemplar wrote: ↑Thu Jan 23, 2020 11:25 pmAFAIK this is not necessarily a mistake for non-depleted oil fields ?
I honestly don't know.
Yeah I was wondering that just before postingBlueTemplar wrote: ↑Thu Jan 23, 2020 11:25 pmAFAIK this is not necessarily a mistake for non-depleted oil fields ?
Yeah, I myself prefer my later suggestion of the introduction of Ctrl+right click to half-fill the module slots.eradicator wrote: ↑Fri Jan 24, 2020 8:45 am That's just more thought-reading magic. How should the engine know when you think that wasting fractions is ok and when you think it's not? And why should the engine be engineered for your thought pattern? It's not realistic. And overloading the game with more shortcuts every time anyone comes up with a new edge case isn't the solution.
Uh, why would this be a separate tool from the upgrade planner ?eradicator wrote: ↑Fri Jan 24, 2020 8:45 am Imho the easiest would be to simply introduce a "module planner". Drag a frame around the relevant machines → a gui pops up and asks you what modules you want. Ofc that's pretty similar to the already existing blueprint solution but more overpowered because it doesn't require bots or time.
Btw, the devs have already stated that (paraphrased from memory) "making pre-bot building easier" isn't something they have much interest in. See the upgrade planner for example.
I didn't mean to lead this into some pedantic discussion of what a request/suggestion/idea is. As you imply, This is the right forum to promote and discuss such things. However, I'm not here explicitly to be convinced, but to counter-point that your proposed change would damage my user experience. This is why I suggested doing this through a mod and leaving vanilla alone. (or did I not say that?)JasonC wrote: ↑Fri Jan 24, 2020 4:46 am A fair portion of UI feature requests are to make things that you can already do more convenient, so I'm not sure what to tell you.
I substantiated my request by providing a handful of examples that apply to me. The forum is where others who aren't me can provide additional input, I don't speak for anybody else. If my examples don't convince you, that's OK too.
Of course ctrl-click already has some awareness of what you are holding and what can be inserted; that's why you can't overflow inventory or insert unacceptable items when inserting. The mechanism is already there.netmand wrote: ↑Fri Jan 24, 2020 3:48 pm I thought more deeply about this particular feature just now, and realize that it already may be quite complicated. ctrl-click needs to know what it can place or extract and it does need to know what you have on the cursor (or lack thereof) and compare its destination.