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Shift-Delete skips the drop-to-ground step, for whatever item you're currently holding.
Does anyone know how they did that?
IF the UI were LARGE ENOUGH TO READ then sure but this game was made in Native Chinese & translated to English & poorly at times as such in English the fonts of the tool tips are all in size 4 at best & I've yet to find a UI Scale option and setting the resolution smaller makes the game look like garbage.
I did find the drop to floor & delete option but this game really needs either a trash bin/recycling option for dead end buildings.
As for your problem, just shove it into a chest or plug into hole left by dark fog base.
Thanks dude; it didn't even occur to me to check that!
Was this a recent addition? I mean I played almost 2.7k hours and am amazed (and kinda disturbed) that I didn't notice that before, lol.
As such, the delete stuff I mentioned works just fine for everyone imo.
You're kind of not alone. I noticed nearly right away that after going into Deconstructing Mode, it was normally an X on the cursor, but holding Shift made that 3x3 block appear. I think it's been there since at least last year, though I can't speak to before that.
...But I didn't notice that you could change the size of that block until much later, when I was mid-way through chasing after the "cover whole planet in Foundation" achievement XD
Personally I don't tend to delete buildings (or anything else), as I can't think of anything in DSP that hasn't got a use. I usually have a "box o crap" on my mall planet for such things I might not be using, and like you I think the delete functions are fine the way they are. If I have to delete something because it's annoying me then I'm not gonna complain about the single second it takes to do that :)
Thanks for the hotkey - X & shift was the precise answer I was looking for. I didn't notice players clicking on buttons in the videos I saw, which is why I didn't think to look at the UI. I haven't played in a couple of years, apart from 97 hours recently, and all of that was spent doing the Mission Impossible achievement. In that state of constant stress I wasn't exactly hanging around looking at the UI, lol.
I definitely noticed some changes though. Planetary logistics stations got an extra slot, and now have some priority options that I need to look at. Hopefully that'll resolve some of the pathfinding issues that used to bug me, like transports going to a gas giant on the wrong side of a system while ignoring a perfectly good one right next door! Not to mention the dark fog...
Basically, the logistic system tried to equally draw from all available sources of X item available, per item. Which in practice, meant that hydrogen from a gas giant on the opposite side of the galaxy... was equally desired as hydrogen produced from a planet in the same system that was requesting it, and thus every station would alternate drawing from both sources. Not taking travel time or warpers or what-have-you into account, merely highlighted the whole issue.
AFAIK, the above should still be the default behavior, if there are zero routes/settings/such set in the new tabs. But otherwise yeah, I'm glad they optimized the system to help players try and avoid that from now on. And you're welcome about giving you the answer, albeit indirectly :P