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Friday Facts #278 - The new quickbar
Re: Friday Facts #278 - The new quickbar
Ghost cursor is GREAT! It will solve so many annoyances!
I almost stopped regretting wasting so much money on this game. ...and then wasting hundreds of hour to play it. ...and then wasting even more time to make mods and translations.
One question though. Is it possible to make ghost cursor out of crafting menu for the case if there is no item to copy anywhere near in the world?
I almost stopped regretting wasting so much money on this game. ...and then wasting hundreds of hour to play it. ...and then wasting even more time to make mods and translations.
One question though. Is it possible to make ghost cursor out of crafting menu for the case if there is no item to copy anywhere near in the world?
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!
Check out my mod "Realistic Ores" and my other mods!
Re: Friday Facts #278 - The new quickbar
I think it would be nifty to have a third or perhaps fourth option when placing an item/ghost.
When placing an item in range of a construction network, place a ghost, otherwise place the item (if you have it).
Always place ghosts (in the assumption that eventually a construction network will exist to place the item).
I think that when the first construction network gets a construction robot added, the player(s) should be prompted to change the behaviour to defaulting to placing ghosts rather than placing items.
When placing an item in range of a construction network, place a ghost, otherwise place the item (if you have it).
Always place ghosts (in the assumption that eventually a construction network will exist to place the item).
I think that when the first construction network gets a construction robot added, the player(s) should be prompted to change the behaviour to defaulting to placing ghosts rather than placing items.
Re: Friday Facts #278 - The new quickbar
i want a map option that disables all decoratives.
the little brown areas in my grass annoy me.
the little brown areas in my grass annoy me.
Re: Friday Facts #278 - The new quickbar
But that's wrong. Factorio had THREE general purpose inventories:Two inventories to manage
- Main
- Toolbar
- That item in your hand
Pay close attention to that last one. When you had an item in hand and your inventory filled up, the item would get stuck in your hand and you couldn't drop it. Good times.
Re: Friday Facts #278 - The new quickbar
I love your work, please don't rush, we'll get it when we get it, and it'll be worth the wait!!! <3
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Re: Friday Facts #278 - The new quickbar
While reading through, I stumbled across
For me you should always pick the stack with smalles amount of sth, if you got [50, 50, 10] inserters, the stack with 10 should be cleared first, to not clogg inventory space.Clicking the shortcut, will grab the first available stack from the inventory
Re: Friday Facts #278 - The new quickbar
so true... Next we need four Arms to play Games because the put something on the Numpad.5thHorseman wrote: ↑Fri Jan 18, 2019 6:47 pmAnd the third hand is for the mouse. Duh.
I don't really want to let go of the mouse while playing so playing so I usually only play left hand for Keyboard and right hand for mouse.
Having to use two hands for a Quickbar is just dumb. Factorio did a really good job with having Shift to modify the Keys to only use one Hand.
Re: Friday Facts #278 - The new quickbar
https://www.youtube.com/watch?v=KlJ8eTuFe9UJekoRhino wrote: ↑Sun Jan 20, 2019 12:30 pmso true... Next we need four Arms to play Games because the put something on the Numpad.5thHorseman wrote: ↑Fri Jan 18, 2019 6:47 pmAnd the third hand is for the mouse. Duh.
I don't really want to let go of the mouse while playing so playing so I usually only play left hand for Keyboard and right hand for mouse.
Having to use two hands for a Quickbar is just dumb. Factorio did a really good job with having Shift to modify the Keys to only use one Hand.
Re: Friday Facts #278 - The new quickbar
Please make the switching toolbar configurable.
I use only 1-6 for those items I have to switch very often like belt inserter splitter, underground belt and 1-2 blueprints books depending on the current tier.
I don't like to use keys which are for the right hand.
And I love SHIFT + Mousewheel for switching blueprint in the current selecte blueprint book.
All other slots I used mainly just for looking if I have enought for my blueprints.
and some for fast selecting an item with the mouse.
Personnly I would like to have the option to assign CTRL/ALT + Mousewheel for switching the top/1st toolbar (if it's possible to have it by default)
Re: Friday Facts #278 - The new quickbar
Picture with special dedication to everyone worried about keybinding change.
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Re: Friday Facts #278 - The new quickbar
Do ghosts afford any direct player interaction at the moment? If not, perhaps just clicking a ghost within construction range should place the corresponding building, if you have it. I've always found it frustrating that ghosts don't help construction before you get robots.Nightinggale wrote: ↑Sat Jan 19, 2019 5:10 pm What we need to make ghosts useful early on is a "place entity on ghost" mouse cursor. Instead of selecting the inserters, assembers, belts etc, just pick a certain cursor and if you click on a ghost, it will take the item from your inventory. This makes ghosts and blueprints useful early on while at the same time construction bots in a personal roboport will still be a significant upgrade. Think of it as a shortcut to press the right hotkey for the toolbar each time you place something.
Re: Friday Facts #278 - The new quickbar
Yes, please!bmmtstb wrote: ↑Sun Jan 20, 2019 10:47 am While reading through, I stumbled acrossFor me you should always pick the stack with smalles amount of sth, if you got [50, 50, 10] inserters, the stack with 10 should be cleared first, to not clogg inventory space.Clicking the shortcut, will grab the first available stack from the inventory
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Re: Friday Facts #278 - The new quickbar
The problem with that - I'm told - is that it makes construction robots less necessary.danielbrauer wrote: ↑Sun Jan 20, 2019 10:07 pm Do ghosts afford any direct player interaction at the moment? If not, perhaps just clicking a ghost within construction range should place the corresponding building, if you have it. I've always found it frustrating that ghosts don't help construction before you get robots.
My answer to that is, "oh well do it anyway"
Re: Friday Facts #278 - The new quickbar
But they do! You just have to place the entities, which may very well be tedious, I admit -- but you don't have to manually set the recipes, wire connections, and combinator settings.danielbrauer wrote: ↑Sun Jan 20, 2019 10:07 pmI've always found it frustrating that ghosts don't help construction before you get robots.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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Re: Friday Facts #278 - The new quickbar
We got our free days from work in the begging on February, just because of 0.17. Now we're disappointed. And wasted the majority of free days this year...
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Re: Friday Facts #278 - The new quickbar
At least, until you accidentally place a power pole or inserter one square off and erase the assembler ghost.Pi-C wrote: ↑Sun Jan 20, 2019 11:51 pmBut they do! You just have to place the entities, which may very well be tedious, I admit -- but you don't have to manually set the recipes, wire connections, and combinator settings.danielbrauer wrote: ↑Sun Jan 20, 2019 10:07 pmI've always found it frustrating that ghosts don't help construction before you get robots.
Re: Friday Facts #278 - The new quickbar
I'll just post my dream quickbar:
Also there is an inconvinience in current actionbar and inventory, where if you put cursor in the middle of 2 tiles it selects neither of them. It should be focusing on tile that is closer. Or even if the distance is same it should choose either one, for example left side. In above scenario current game would focus nothing.
Basically just removing all extra that gets in the way. Swapping actionbar rows was never my thing, even if i have 4 rows from bob's.Also there is an inconvinience in current actionbar and inventory, where if you put cursor in the middle of 2 tiles it selects neither of them. It should be focusing on tile that is closer. Or even if the distance is same it should choose either one, for example left side. In above scenario current game would focus nothing.