Just one important question: When can we expect an experimental build?
![Question :?:](./images/smilies/icon_question.gif)
Thank you so much for being willing to compromise for your players here. I was worried we were seeing more and more "Devs telling you how to play the game" sorta deal here. I am very happy to see a compromise between the needs of new players, and the needs of experienced players. This is a fantastic choice, a great default, and a feature I am very much looking forward to enjoying!Research queue conclusion
The LAN party also gave us insight, that the research queue is still valuable in some cases, especially in multiplayer, where I can add the research I need after the current one without cancelling the research of someone else. After some discussions, internal voting and more discussions, we decided to go this way:
Research queue is in the game, but it is disabled by default. It can be turned on with an advanced option checkbox, and this option is also turned on automatically once a player finishes the game for the first time. This way, we still ensure that the new players have the experience as wanted, but veterans that play it again and again, and players who are researching infinite technologies, have it available.
This, so much. The NanoBots mod isn't perfect but it's a great starting point.WIZ4 wrote:How about a capsule with temporary construction robots for an early game?
My point is more that copy-paste tool should be more intuitively integrated into the workflow for a new blueprint. Even more so when you implement the clipboard history.kovarex wrote:This is how it works already. Control + V and then you can click to the inventory/blueprint library to move it there. (to create blueprint out of the clipboard)ratchetfreak wrote: Also in the clipboard menu definitely have an option to turn it into a proper blueprint.
This would integrate copy-paste with the blueprint library a lot more
workflow will become: ctrl+v and select the area to blueprint, then if temporary use ctrl+v to past wherever, if you want a more permanent copy then go to the blueprint library and click the make from clipboard button to make it a blueprint (then naming and icons),
Most of the time my toolbar will have every slot reserved for something, so unless I'm missing something, I would need to open my inventory, then click to place it into my inventory, then close my inventory. Don't forget that the game standard way of dropping something from my hand back into my inventory, is to just press Q, so I also need to remember that this is the exception, and that this time I shouldn't press Q. If I forget and accidentally hit Q, then I need to notice the pop-up, and mentally switch gears to process the unexpected result, then close the pop-up. Will further UI interaction be blocked until I deal with the pop-up? If so that's a flow-breaking UI design issue. But the alternative of allowing me to play on until I choose to deal with the pop-up will complicate the code. (Not to mention the complications if I then try to use that blueprint, or even create and then drop another new blue-print). I still think the better choice is to simply drop the new blueprint into the player's quickbar or inventory, and show a blueprint library tutorial the first time the player does that. That is consistent with the rest of the UI, and won't break players flow (except for once when the tutorial triggers). The other alternative is to add an option so experienced players can specify where to drop the blueprint when they press Q, and avoid the pop-up.kovarex wrote: And again, instead of pressing Q, you just manually click an quickbar (action bar) slot to store it. Action for an action.
Please consider implementing it similar to Cut and paste tools so that the entities aren't marked for deconstruction until the new print has been pasted.kovarex wrote:The cut paste is similar. Ctrl+X also allows you to select an area, but as a bonus, it also marks it for deconstruction.
Seconding this. I understand logistic systems being deep down the tech tree, but basic construction bots seem like something that could stand to be moved a lot earlier.KatherineOfSky wrote:I have to say I got very excited when I saw the robots in the FFF deconstructing basic items like stone smelters and yellow belts -- I was very much hoping you were announcing early game robots! (Would LOVE these! <3 )
Some time if you really mean stable. 0.17 isn't even out in experimental.ChildishGiant wrote:This is amazing! I'm so glad that the construction planner is being added as a vanilla functionality and I'm also really happy that the research queue isn't dead. When could we expect these features to be added to stable?
This is the elephant in the room since blueprints are not locked behind research anymore.Koub wrote:Please pretty please, make all this awesomeness work within hand reach when there are no bots. I miss so much the feature, every new game, I make blueprints, and have to manually plonk every single item by hand, it's a torture.