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Belt building alternative to the 1.1 forced straight line fix
Posted: Thu Dec 10, 2020 11:01 am
by AlveKatt
TL;DR
Belt building now has the feature to always follow a straight line when holding down the build button. I have an alternative suggestion that fixes the issue this was meant to solve without limiting how you paint down belts.
What ?
Instead of forcing a straight line, anchor the mouse pointer in relation to to the game world when the character is holding the build button and is moved in any direction that isn't the direct result of a player input, such as when you hit an electric pole or anything that pushes your trajectory to the side.
In other words, Instead of locking the belt to a straight line, move the mouse pointer in the opposite direction when the player trajectory is changed by something else than direct player input.
Why ?
When building a bus, anything with more the one belt alongside each other, the new behaviour is annoying. You also feel kind of trapped. And it would help building straight with everything, not only belts.
Re: Belt building alternative to the 1.1 forced straight line fix
Posted: Thu Dec 10, 2020 1:31 pm
by Serenity
Or change the behavior with a key. Like holding down shift or control
Re: Belt building alternative to the 1.1 forced straight line fix
Posted: Thu Dec 10, 2020 1:40 pm
by Kyralessa
AlveKatt wrote: Thu Dec 10, 2020 11:01 am
Instead of forcing a straight line, anchor the mouse pointer in relation to to the game world when the character is holding the build button and is moved in any direction that isn't the direct result of a player input, such as when you hit an electric pole or anything that pushes your trajectory to the side.
In other words, Instead of locking the belt to a straight line, move the mouse pointer in the opposite direction when the player trajectory is changed by something else than direct player input.
I had to read this a couple of times to get what you're saying.
The scenario you're talking about is: You're running along laying belts, when suddenly you bump into a rock, or assembly machine, or electric pole, whatever. Suddenly your belts all go off track.
The idea here would be that if your character is moved in a direction you're not intentionally running, your mouse pointer wouldn't also move in that direction.
How far would this go, though? For example, you're running left and you run across several columns of blue belts. Enough blue belts might carry you quite a way up the screen, far enough that your mouse pointer would hit the edge of the screen. And then what?
Re: Belt building alternative to the 1.1 forced straight line fix
Posted: Thu Dec 10, 2020 3:05 pm
by eradicator
Your suggested solution seems to completely ignore belt-line building without character movement.
Re: Belt building alternative to the 1.1 forced straight line fix
Posted: Thu Dec 10, 2020 3:15 pm
by Koub
Seems pretty similar to
viewtopic.php?f=6&t=91538 to me.
Re: Belt building alternative to the 1.1 forced straight line fix
Posted: Fri Dec 11, 2020 11:21 am
by AlveKatt
My wish would be that both the things in this suggestion and the one you link to were to be implemented.
And yeah, same problem, rather different suggestions for a solution though. And mine works for all the other stuff too. Not just belts.
Re: Belt building alternative to the 1.1 forced straight line fix
Posted: Tue Dec 22, 2020 6:31 pm
by NotRexButCaesar
I know a lot of people have said they are having issues with this, but I personally have stopped really noticing it. It I want to place many belts in a row, I just copy-paste.
Re: Belt building alternative to the 1.1 forced straight line fix
Posted: Wed Dec 23, 2020 1:21 am
by foamy
AmericanPatriot wrote: Tue Dec 22, 2020 6:31 pm
I know a lot of people have said they are having issues with this, but I personally have stopped really noticing it. It I want to place many belts in a row, I just copy-paste.
It can be annoying. I already had saved blueprints for 4-wide belts & 4-wide turns, though, so I've dodged a lot of it.