Friday Facts #400 - Chart search and Pins
Re: Friday Facts #400 - Chart search and Pins
It would be nice to have a UI to hide/show alerts rather than console commands.
I imagine it would want to be per-planet, or perhaps even per-alert, in the case of having a huge wall constantly under attack somewhere.
I'm guessing that alert/tag consolidation will work similarly to resource patches; A patch of alerts/tags closer than n tiles will be treated as one big alert/tag patch having n components.
I imagine it would want to be per-planet, or perhaps even per-alert, in the case of having a huge wall constantly under attack somewhere.
I'm guessing that alert/tag consolidation will work similarly to resource patches; A patch of alerts/tags closer than n tiles will be treated as one big alert/tag patch having n components.
Re: Friday Facts #400 - Chart search and Pins
Ok, as much as I appreciate the work you guys did on helping us see where everything is on the map (which we surely will use to it's utmost when expansion goes live), I'd like to sort of remind you of a certain part of the game that could still be made better - specifically, the controls menu (and I know that suggestions for that have been posted for years already, as early as 2020 as far as I can find, but those have never been answered).
As it stands, controls menu is divided into several dropdown lists based on the part of game they cover. No problem so far.
The problem starts with searching for a -specific- dropdown list, or even a part of that list (e.g. looking for a specific mod in Mods dropdown), that is -- such search option is simply not there! If you want to change a specific keybind for a mod (or anything else beyond Movement and Basic Interaction) you have to either keep scrolling controls menu or close all the dropdowns MANUALLY one-by-one until you arrive at the part you wanted to customize. The worst part is you have to do all that EVERY TIME you go into controls menu, which makes playing around with different keybinds to find out the most comfortable config a rather painful experience.
Therefore I'd like to propose a couple of improvements for Controls menu and it's search function:
1) A "Toggle dropdowns" button on the top left of Controls window;
2) Persistent states for dropdowns, at least inside a gaming session (but preferably beyond that);
3) Ability to search for certain dropdowns and even mods by using a modifier, like #name-of-a-mod-in-a-mods-dropdown
As it stands, controls menu is divided into several dropdown lists based on the part of game they cover. No problem so far.
The problem starts with searching for a -specific- dropdown list, or even a part of that list (e.g. looking for a specific mod in Mods dropdown), that is -- such search option is simply not there! If you want to change a specific keybind for a mod (or anything else beyond Movement and Basic Interaction) you have to either keep scrolling controls menu or close all the dropdowns MANUALLY one-by-one until you arrive at the part you wanted to customize. The worst part is you have to do all that EVERY TIME you go into controls menu, which makes playing around with different keybinds to find out the most comfortable config a rather painful experience.
Therefore I'd like to propose a couple of improvements for Controls menu and it's search function:
1) A "Toggle dropdowns" button on the top left of Controls window;
2) Persistent states for dropdowns, at least inside a gaming session (but preferably beyond that);
3) Ability to search for certain dropdowns and even mods by using a modifier, like #name-of-a-mod-in-a-mods-dropdown
Re: Friday Facts #400 - Chart search and Pins
Launchpads for short range shuttles or zeppelins, clearly .Justderpingalong wrote: βFri Mar 01, 2024 12:21 pm Secondly:
What the heck are these trains doing here?!
Re: Friday Facts #400 - Chart search and Pins
Awesome stuff per usual.
+1 for sketching overlays on the map for multiplayer (or even singleplayer) communication and planning.
Also thought that there should be a quick and intuitive way to pin map markers. Like you said, map markers are important locations for all players. So if I'm trying to get to one, I want to find/search it on the map, click a button on the corner of the marker to pin it, then go there (and presumably delete the pin). Otherwise, I'd want to pin every marker and then have to shuffle them on and off as I'm traveling about. Obviously this would only be a problem in late game mega bases, but it does kinda go against the "we don't expect many active pins at one time, so we're putting the list in a convenient location that would quickly become very inconvenient if large amounts of pins were created" statement that was made in the post. Personally, I can't see myself making more than 1-2 pins because losing the screen real estate doesn't seem worth it.... But at the same time, do we really want another menu/shortcut? Hard to say and I trust the devs looked at both options and decided this one worked best.
Thanks and still hyped!
+1 for sketching overlays on the map for multiplayer (or even singleplayer) communication and planning.
Also thought that there should be a quick and intuitive way to pin map markers. Like you said, map markers are important locations for all players. So if I'm trying to get to one, I want to find/search it on the map, click a button on the corner of the marker to pin it, then go there (and presumably delete the pin). Otherwise, I'd want to pin every marker and then have to shuffle them on and off as I'm traveling about. Obviously this would only be a problem in late game mega bases, but it does kinda go against the "we don't expect many active pins at one time, so we're putting the list in a convenient location that would quickly become very inconvenient if large amounts of pins were created" statement that was made in the post. Personally, I can't see myself making more than 1-2 pins because losing the screen real estate doesn't seem worth it.... But at the same time, do we really want another menu/shortcut? Hard to say and I trust the devs looked at both options and decided this one worked best.
Thanks and still hyped!
- Skellitor301
- Fast Inserter
- Posts: 155
- Joined: Mon Aug 04, 2014 10:04 pm
- Contact:
Re: Friday Facts #400 - Chart search and Pins
I second this. I'd like to be able to have the option to turn off stuff like construction bots not having enough items to finish a job not flash constantly on a map. An example of how this can be irritating is when you go to concrete your base with your bot network, and when you use your map you are constantly blinded with yellow flashing of so many bot icons.
- commandoby
- Inserter
- Posts: 32
- Joined: Wed Apr 27, 2016 1:37 pm
- Contact:
Re: Friday Facts #400 - Chart search and Pins
How many cool things! I want to pre order and play!
-
- Inserter
- Posts: 32
- Joined: Tue Apr 25, 2017 6:51 pm
- Contact:
Re: Friday Facts #400 - Chart search and Pins
Keyboard Shortcuts for pinging
It would be really cool if pinging could be done with CTRL+Click in the map, minimap, and also on the world directly.
that would severely improve communication in teams. This is so common in games like DOTA that i always try it just to be bummed out that i need to find the button to initiate a ping...
It would be really cool if pinging could be done with CTRL+Click in the map, minimap, and also on the world directly.
that would severely improve communication in teams. This is so common in games like DOTA that i always try it just to be bummed out that i need to find the button to initiate a ping...
- Unknow0059
- Fast Inserter
- Posts: 101
- Joined: Tue Aug 08, 2017 7:37 pm
- Contact:
Re: Friday Facts #400 - Chart search and Pins
Finally.
The game desperately needed arrows that pointed to tags (or tag-behaving things) years ago.
But this could have been less intrusive. Engineer could, instead of HUD arrows, have gotten a radio antenna-like device, that bends towards his set direction. Taking clues from the stranding of mortality.
The game desperately needed arrows that pointed to tags (or tag-behaving things) years ago.
But this could have been less intrusive. Engineer could, instead of HUD arrows, have gotten a radio antenna-like device, that bends towards his set direction. Taking clues from the stranding of mortality.
Re: Friday Facts #400 - Chart search and Pins
Not sure about minimap, but for the other cases that's already possible. Default keybind is ctrl + alt + left click.diederTheBeater wrote: βSun Mar 03, 2024 7:30 pm It would be really cool if pinging could be done with CTRL+Click in the map, minimap, and also on the world directly.
Re: Friday Facts #400 - Chart search and Pins
Advanced search please!
Code: Select all
SELECT itemname, quality, count(*)
FROM nauvis.items
WHERE quality > 4
GROUP BY 1, 2
-
- Inserter
- Posts: 32
- Joined: Tue May 01, 2018 7:24 pm
- Contact:
Re: Friday Facts #400 - Chart search and Pins
There should be an easy way to convert a pin to a tag, and tag to pin.
Re: Friday Facts #400 - Chart search and Pins
It would be very useful if there was an option to add pins onto other player's screens in multiplayer so that I could show them something to do. Maybe it could be a thing that each player can toggle on and off in settings.
-
- Burner Inserter
- Posts: 18
- Joined: Sun Mar 10, 2024 7:34 pm
- Contact:
Re: Friday Facts #400 - Chart search and Pins
Hello!
I think it would be nice to be able to configure alerts, I for example don't want to receive wall damage/destroyed alerts in late game
I think it would be nice to be able to configure alerts, I for example don't want to receive wall damage/destroyed alerts in late game
Re: Friday Facts #400 - Chart search and Pins
When reading this, it reminded me, that I use a mod to hide the minimap, when looking at the contents of logistic network, because it contains so many items, it could not list everything (overhaul mod)Since we don't expect a crazy amount of pins to exist, we added a list of all your pins right under the minimap, where it can be edited or removed.
This could be a nice feature and also hide the pin list, when hovering over a logistic container.
Alternatively, make a way to show the logi-net content differently (EDIT: Forgot about the L-Hotkey, which also shows it)