Thank you to keep the research queue in game!
Thank you for implementing the upgrade planner!
Thank you for implementing Copy & Paste!
Just love you guys
![Wink ;-)](./images/smilies/icon_e_wink.gif)
There are 2F types of people in the world; don't even get me started on hexadecimal.Gergely wrote:Oooh! This Friday Facts is literally FFF-FF! Brilliant!
(Get it?)
Great additions by the way! This copy/paste function will come in handy especially in PvP.
That's true in 0.16, where the vanilla quickbar has at most 20 slots. That won't necessarily be the case in 0.17 - maybe they'll add quickbar "pages" a-la FFF-249, effectively increasing the number of slots to 100.Zavian wrote: 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.
And the (arguable) disadvantage is that it is now completely locked behind robots. This means that the example screenshot of replacing yellow/yellow belts/inserters with blue/red isn't ever going to happen, because you get red belts and fast inserters way before robots. This is especially hurtful in mods that make robot research significantly more expensive while still requiring several upgrade steps (i.e. xanders mod). Maybe a sort of manual mode would be possible where you have to press a button and hover over each marked-for-upgrade entity to manually upgrade it? This wouldn't be as fast as bots, but works without them and removes the need to manually select the correct item for each upgradeable entity. I.e. an "assisted manual upgrade" mode.FFF255 wrote:The (arguable) advantage is, that it can no longer upgrade instantly from the player inventory, so it is more balanced and consistent with the other construction tools.
Not a big fan of popups..., i'd like to propose an addition:FFF2555 wrote: it will invoke a small selection popup next to the mouse, so the player can explicitly select what to do:
- Put it in the blueprint library - clicking it just opens the blueprint library, so it can be put there, if it is already opened, it just flashes.
- Put it in the inventory - clicking it just opens the character screen with inventory, so it can be put there, if it is already opened, it just flashes.
- Destroy
This is a great point.mp0011 wrote:Sounds good, but for UNDO I would restrict it to current screen/view only. Even with long reach settings.
I imagine situations, where I press CTLR+Z and nothing happened. Nothing near the player...
But far away, in remote factory outpost, some crucial infrastructure element just gone out of existence...
^Dev-iL wrote:I have a couple of questions about the CTRL+Z functionality:
1. If the last removed thing had entities with configurations (e.g. assembling machines) do we get the configurations back, or do we get empty entities?
2. How "deep" is the history? Can I undo everything until the start of the game? A certain number of actions (e.g. 100)? Perhaps only actions that only happened in a certain time window?
2a. If there is some limit to the history, would it be configurable? Would it have a performance hit on the game? [...]