Shift + right click to mark for deconstruction

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husnikadam
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Shift + right click to mark for deconstruction

Post by husnikadam »

You can already Shift + left click to place a blueprint if you can't reach the area (or if you haven't got the building)

It would seem obvious to me that shift+right click would allow me to mark for deconstruction, if I can't reach. I know you can do that from remote view without the need to hold shift, but it is a bit annoying to open remote view, zoom in, hold right click on a single building and close remote view. Shift+right click would be much faster
Muche
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Re: Shift + right click to mark for deconstruction

Post by Muche »

I do it by invoking Deconstruction planner - Alt+D to get the planner into the cursor, mark stuff as desired, clear the cursor by Q.
No need to enter the Remote view.
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husnikadam
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Re: Shift + right click to mark for deconstruction

Post by husnikadam »

This is a good tip. I still find it to be a suboptimal sollution since buildings might overlap and with decon planner you mark for deconstructiong multiple of them. The approach of the remote view, where you have to hold the right click for a split second to decon a single object, is more suitable for this use case.

I figure this might be a small QOL improvement, while it shouldn't take a lot of effort to implement
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Re: Shift + right click to mark for deconstruction

Post by Muche »

Could you post an example picture of such a surrounded building that a decon planner will hit neighboring buildings yet you are able to target it individually?
Because when I do decon planner, it works even in very small areas, like 1x1 pixel large, so I can target individual entities with it.
Yes, in some situations involving elevated rails it's harder to target ground rails/signals, but that's not exclusive to decon planner.

If you are marking that building for deconstruction so the subsequent blueprint placing works, there is also Super-forced build (Control+Shift+left click), which will mark colliding existing builings for deconstruction automatically.
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husnikadam
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Re: Shift + right click to mark for deconstruction

Post by husnikadam »

What do I have to say. My playstile includes fiddling with trains and you can't decon just a train without rails. There are issues with elevated rails as you have mentioned. Sometimes I want to tidy up some forest, but trees overlap. When I do use decon planner and I miss the entity, I decon a single tile of concrete instead. Idk. Why are you so much against it? It is a good little feature which some poeple might find good and you don't have to be one of them. I figured it is in a map mode already for a reason
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Re: Shift + right click to mark for deconstruction

Post by Muche »

My confusion is due to the contradiction of you being able to target that single entity with the proposed Shift+right click yet unable to target with a deconstruction planner.
So there are some steps in your workflow that I don't get yet.

For example, why is it important to deconstruct some colliding entities without placing the blueprint they are colliding with?
If it's about trees, there are still various filter options within a decon planner - trees+rocks only to mark only trees/rocks, blacklist trees+rocks to mark player entities, shift+left click to cancel deconstruction, entity ghosts filter, tile ghosts filter.

For what seems to be your goal within a forest, shift+click placing your blueprint marks trees for decon + places entity ghosts, then applying blacklisted trees+rocks decon planner removes entity ghosts and leaves trees marked for deconstruction.
Similar could be achieved by placing the blueprint, then applying decon planner filtered to entity ghosts - this removes ghosts, leaves marked trees and already placed entities.
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