Merging items with different health. - We didn't do the item merging, as we didn't want the player lose his precious items as two 49% items would merge into one, which would prevent the player from repairing both for just a few repair. In reality, I feel that the annoyance of having 8 different stacks of laser turrets/walls in my inventory is not worth the rare possibility of losing an item or two.
There's been a number of responses already, but here are my two cents:
- I also really dislike the way multiple damaged items each take a single slot, which is very annoying when you're removing defensive structures. I don't turret creep, but it does annoy me in other situations.
- I would either (a) remember the health info on each item but allow them to be stacked anyway, and just display the top of the stack (presumably the most damaged), or (b) merge all damaged items and average the damage, so 5 health turrets and 4 damaged with (20, 40, 60, 80) percent health becomes two stacks: 5 healthy and 4 with 50% health.
- I would also be in favour of using the personal logistic robots to repair items by floating around the player and seemingly repairing the player itself.
Tutorial that copy paste from assembler to requester chest does exactly what you need.
Wait, what? It does? That makes *so* much sense
It would also be nice to be able to copy-paste train schedules from the train menu, I often build a new train on a line without another one nearby to copy/paste settings from...
Shift click (ghost placement) should go through trees and rocks as blueprints with shift do.
Yes! Also, shift-click train segments should (optionally?) demolish trees and rocks rather than trying to find some sort of convoluted path through them. Does anyone allow trees to get in the way of his/her factory?
Figure some way to have low level personal construction robots earlier in the game.