Toolbar flyout for selection of subtypes of objects

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StevilKnevil
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Toolbar flyout for selection of subtypes of objects

Post by StevilKnevil »

TL;DR
Allow the toolbar to have a single button represent all types of belts, splitters, inserters, pylons etc.

What ?
I'm going to use belts for the example, but also applies to many other objects in the game.
Currently if you want to have yellow, red, and blue belts in the toolbar, they must each exist in their own slot.
Instead, you could have a 'belts slot' which represents all the different kinds of belts. This could be implemented something like a 'split button': https://stackoverflow.com/questions/159 ... t-winforms

Image

When you click on it, the 'current' belt, is placed in your hand (like now).
If you hold down the mouse button on it (or click the little arrow to the right) then you get a flyout showing all the different types of belts. You can then select the belt you want and that becomes the 'current' belt. Now the icon for the button changes to represent the 'current coloured belt and when you want to change to a different belt type just select it from the flyout.
Why ?
If I want all three types of belts, splitters and underground belts, that 9 slots used up, plus another 4 for the different types of inserters, 2 for the different factories etc etc. This mechanism would make it much more viable to have quick links for the basic factory components.
Last edited by StevilKnevil on Wed May 31, 2017 1:26 pm, edited 1 time in total.

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Ranakastrasz
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Re: Toolbar flyout for selection of subtypes of objects

Post by Ranakastrasz »

That would be great!
Especially with the new changes to UI coming up.
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Jacob Evans
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Re: Toolbar flyout for selection of subtypes of objects

Post by Jacob Evans »

I approve of this, this would be amazing to have.

AntiBlueQuirk
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Re: Toolbar flyout for selection of subtypes of objects

Post by AntiBlueQuirk »

You could even bind such feature to Shift-Scroll, like the blueprint books are now. (ex. Shift+1 for belts, Shift+Scroll to select belt level.)

Do you think you would be able to set the categories manually, or would the game just have a preset list?

StevilKnevil
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Re: Toolbar flyout for selection of subtypes of objects

Post by StevilKnevil »

AntiBlueQuirk wrote:Do you think you would be able to set the categories manually, or would the game just have a preset list?
I imagine that the categories would be somewhat baked into the object definitions rather than user defined. If a mod added a new type of belt then it would just appear in the list of belts alongside the defaults without having to do anything extra.

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Ranakastrasz
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Re: Toolbar flyout for selection of subtypes of objects

Post by Ranakastrasz »

Use the replacement list, like how belts or inverters or whatever can be placed on top to replace.


Although I would want substations and big poles to be part of other poles, and so on....
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AndrewIRL
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Re: Toolbar flyout for selection of subtypes of objects

Post by AndrewIRL »

For belts and assemblers I just gave up and use the best one I have access to. Even when blue belt is not needed, I use it. One less thing on the toolbar and one less to think about even if it is wasteful.

But inserters take up multiple spots on my toolbelt. Be nice to get a fast inserter by default but hover and have access to stack, filter and long inserters too. Not sure your proposal covers inserters though?

StevilKnevil
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Re: Toolbar flyout for selection of subtypes of objects

Post by StevilKnevil »

AndrewIRL wrote:... inserters take up multiple spots on my toolbelt. ... Not sure your proposal covers inserters though?
Yep - this should definitely work for inserters. I also think that pylons would be an ideal candidate too (as suggested by Ranakastrasz)

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Ranakastrasz
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Re: Toolbar flyout for selection of subtypes of objects

Post by Ranakastrasz »

Doing it manually makes the most sense imo, albeit with some potential sefault setups like inserters and belts.
My Mods:
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Agent Orange - V16
Flare - V16
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