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Yeah but by that point who cares what is in the toolbar? You're just placing down blueprints of whole assemblies.
So if I'm crafting an assembler I'll suddenly get a fish in my hotbar? Never seen that bug. ;-)
I'll concede that it is consistent. I disagree that it constitutes an improvement.
Edit: Occasionally consistent - placing an item on an empty slot sets it, but if there was something there previously it doesn't work. :P
Wow, thank you. lol
If that's the case, you didn't know how to use the old interface, and when they expanded it, you suffered.
I'm not opposed to some options to change how it works with a settings toggle, with one mode being more easy to swap slots for players like you Flytrap, and one mode the way it currently is for players who liked the reservation system from 0.16.
Ruins quick-actions and speed-running by making it harder to grab items and etc.
Your now forced to grab items from your inventory by press e every time. or by clicking the slot.
Which no one has time for.
Due to they had shortcuts to grab the items and place.
No one wants to have to click the toolbar/go into inventory.
The random items going into toolbar. allowed me to short-cut to them to be able to fast place them. (also u could just use the bloody middle click or whatever to make that item not be random)
I Get that some people like the new toolbar i really do. but i hate it how they completely removed it.
It ruined speed running,quick combat,fast placing of objects, and classic player's. Such as myself.
Honestly all i'm trying to get is if devs would make the tool belt research give you quick-slots... i can deal with the tool belt, that is one thing, the fact they remove quick actions is my issue.
For quick combat, make a combat quickbar. You can have 10 combat items, and switch to it with a single keypress, instead of figuring out which slots are free to put your combat gear on, or permanently locking slots to combat items and being unable to use them for anything else.
Ditto for a belt quickbar, inserter quickbar, rail quickbar, oil processing quickbar... Takes 30 seconds to set one of them up.
Personally, it's refreshing not having most of my toolbar locked to items I use most often (belts, power poles, inserters, turrets, blueprint books...), and having to fit the ones I need occasionally into the remaining 4-5 slots. I used mods to expand toolbar to 3-4 rows, and it would still be constraining (not to mention the screen real estate those extra rows were taking :) ).
A fair point, and yes, with blueprints it could be nice to have more space, but we shouldn't conflate the extra rows that got added with the main change - removing the option to have the toolbar work dynamically.
I haven't modded anything in factorio so not sure if it would be possible, but I was thinking about having a wildcard filter option, where setting the toolbar slots to wildcards would just enumerate through the inventory contents and show them in the toolbar dynamically. A blacklist option so we can exclude wood, ores, etc., and we would have a way of accomodating a substantive majority of the use-cases people are complaining about. How feasible would that be - is the toolbar filtering even moddable?
I remapped slots 6-10 back to Shift+1-5. I'm simply not dexterous enough to accurately press 6-0 keys without looking at the keyboard.
Once I figured out I could pull up the full list of toolbars and then select an item I was happier than a pig in slop. No more going into my inventory to find something, or have to flip between bars because I needed a one-off.
THIS IS WHY I HATE THE NEW TOOLBAR. QUICK movements ... were my Jam. okay? you don't ruin that. or i will click every single slot. and hate this game everytime due to it removing the quicktoolbar.
I Can't have 10 toolbars... its stuck at 4. i tried making it higher. it didn't go higher and reverted back to 4. idk how the hell your getting 10.
Click the number on the left side of the toolbar.
AFAIK, a mod can't do that.