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Remove the deconstruction planner item
Posted: Thu Aug 11, 2016 3:15 pm
by mfoo
... and embed its functionality (as an equivalent to shift-left-click) as shift-right-click / drag.
You could even realize filtered removal this way. If you have an item selected and shift-right-click select an area, the robots could remove only this item / anything but this item.
thoughts?
Re: Remove the deconstruction planner item
Posted: Thu Aug 11, 2016 8:39 pm
by ssilk
I would prefer a simpler/easier way to the tools (aka. pick-axe, blueprint, deconstruction planner and whatever there will come). The deconstruction planner is just one tool of many. See how many mods use other tools.
Re: Remove the deconstruction planner item
Posted: Fri Aug 12, 2016 1:41 pm
by mfoo
You dont have to select the pick-axe to use it and for blueprints/-book there is at least a reason to have it as a tool. But just as simple as it is to shift-click to let your robots place your items, it should be just as simple to remove them. Besides it seems superfluous having an item you only need to craft once, that has a functionality that should just be available when you reach robot tech. Plus you would have one more free slot to use for other tools from mods - whats more simple than that?
Re: Remove the deconstruction planner item
Posted: Fri Aug 12, 2016 3:26 pm
by British_Petroleum
I like this idea. The filter method is nice too.
Re: Remove the deconstruction planner item
Posted: Fri Aug 12, 2016 4:04 pm
by ssilk
Well, the right direction. Yes. There is a difference between deconstruction planner and other tools.
But I don't see how having to memorize more key combinations will make the game easier/more satisfying. Especially cause a simple mod could do this: "if key-combination pressed then select deconstruction tool."
Re: Remove the deconstruction planner item
Posted: Fri Aug 12, 2016 6:37 pm
by Sephrat
I think we all agree that it is neither useful nor senseful to have this feature as an item. I think the same could apply to the blueprint book (is it really relevant to have x books in your inventory when you could have a dedicated interface?).
The trouble is that the developers must think of a better way to propose this/these feature(s) to the user that would be ergonomic. I think this must at least be thought of when rethinking the UI for the future release.
I like the idea of having to select a tool just the way we select a weapon - not sure what that would feel like in practice though.