+1
I also had to unbind TAB from Toggle Remove View just because of this. Which is a shame since TAB is an amazing hotkey for it.
Search found 12 matches
- Thu Nov 14, 2024 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Prioritize local tab behavior over global tab keybind (logistics signals)
- Replies: 2
- Views: 112
- Mon Aug 24, 2020 12:37 am
- Forum: Ideas and Suggestions
- Topic: In-game Saves folder
- Replies: 2
- Views: 1049
In-game Saves folder
What? Upon starting a new game, all saved files related to that game are saved by default on a new folder unique to that game ID. The name of this folder can be customized on game creation and can also be changed later on. Why? Players very often have multiple saves of the same game session (hourly...
- Thu Mar 26, 2020 11:07 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 22464
Efficiency Module Scaling
Efficiency Modules 2 and 3 should be stronger. The efficiency module 1 reduces energy costs by 30%. Triple Efficiency Module 1 on anything can bring it down to the minimum energy (and pollution) cost. There is little to no reason to use tier 2 or 3 of this module, since they are way more expensive ...
- Fri Mar 20, 2020 3:02 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 11477
Re: Ordering items from logistics network
We need to count clicks and mouse movement to evaluate this. In the current GUI, if you want to request 500 rails: A) Rails is already in your logistic requests: 1 - Search for the rail icon on your logistic tab 2 - Click on it. 3 - Click and drag the left slider to 500 or click on the text field bo...
- Thu Mar 19, 2020 6:03 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 57248
Re: Friday Facts #338 - The (real) Character GUI
The new GUI looks nice and overall i think it is an improvement over the previous one.
BUT,
It takes way too many clicks to request an item from the logistic network. Even more clicks than the previous GUI, which was already bad at it.
BUT,
It takes way too many clicks to request an item from the logistic network. Even more clicks than the previous GUI, which was already bad at it.
- Mon Mar 16, 2020 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 11477
Idea for the new character logistic GUI
TL;DR The new logistic GUI needs a "quick buy" button or hotkey that requests a stack of the item, but no resupply afterwards. The new logistic GUI seems to be a huge improvement over the existing one, but it seems to have one big flaw: doing quick requests takes too long. What do i mean ...
- Sun Feb 23, 2020 1:19 am
- Forum: Ideas and Suggestions
- Topic: Car Improvements
- Replies: 15
- Views: 4443
Re: Car Improvements
the car becomes pretty much useless. Lord no! I use the automobile through-out the entire game. Nothing shuttles large amounts of items like the car, tank is close but slower, and train is only good if you've laid track nearby. And like previously mentioned, it looks like you haven't discovered the...
- Sun Feb 23, 2020 12:58 am
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 16059
Re: 0.18 DeathWorld
Here's what works for me on deathworld marathon: 1 - Get a map with forest as a starting biome. Trees help a lot with pollution. 2 - Get a map with an iron ore patch you can expand to not too far away from the starting area. An early iron mining outpost can be of great help. Use belts to bring this ...
- Thu Feb 20, 2020 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Car Improvements
- Replies: 15
- Views: 4443
Car Improvements
The car is initially a very nice navigation tool for long distances, but once the player gets his hands on enough exosqueletons the car becomes pretty much useless. And then, there are also trains. Another thing, the car should not be dragged by transport belts. 1. There should be car upgrades on th...
- Tue Nov 05, 2019 4:00 am
- Forum: Ideas and Suggestions
- Topic: Backpacks
- Replies: 4
- Views: 1773
Re: Backpacks
How about putting them in the modular armor grid?
- Tue Nov 05, 2019 3:50 am
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5531
Re: Better scaling of enemies + alien tactics
I have played a lot in deathworld marathon and I agree with you. For the deathworld marathon settings, the biters seem extremely dangerous at first, but once you hit certain military techs and get enough resources, the aliens become nothing but a nuisance. I would like to add another point, related ...
- Fri Nov 01, 2019 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Better module management
- Replies: 2
- Views: 1648
Better module management
TL;DR We need better and faster way of changing or adding modules to assemblers and other structures. What ? Currently, if an assembler is filled with 4 red (productivity) modules, and you want to replace one of them with a blue (speed) module, you have to select the assemlber and manually remove o...