I'd use it for getting the best use out of space indoors. Putting down things like tanning buckets and herb tables is really painful, shift click won't let you get close enough to the edge.
A custom client could probably do the ghost image pretty easily, but I'm not sure about an indicator of whether it'll successfully deploy or not... Depends on whether hitbox info is part of the Resource object
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kaka
- Posts: 673
- Joined: Fri Apr 03, 2009 8:31 am
- Location: Château de Gâteau
Re: Easier placement of liftable items
Here's a trick I've used quite a few times that might help you, granted that you can build whatever it is you are carrying.
While carrying something, simply choose that same thing from the build menu and it will show up at the cursor.
Right click one time to cancel the building, right click again to place the object in the exact same spot.
Just don't forget the shift key works reversed for placing carryables and construction signs.
While carrying something, simply choose that same thing from the build menu and it will show up at the cursor.
Right click one time to cancel the building, right click again to place the object in the exact same spot.
Just don't forget the shift key works reversed for placing carryables and construction signs.
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hfacktor
- Posts: 179
- Joined: Sun Jun 27, 2010 4:46 am
Re: Easier placement of liftable items
That's actually a decent idea and is similar to what I use when moving bee hives to see their radius.
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sabinati
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Re: Easier placement of liftable items
err, yes, really it would just be [ctrl]. (+Character is lifting a object.) to show the preview, and right clicking, whether ctrl was pressed or not, would place the objectmvgulik wrote:Should that not be [ctrl]+[some other key] or just [ctrl]. (+Character is lifting a object.)sabinati wrote:ctrl + rclick maybe?
rclick, or assuming RMClick, is "drop lifted object" so that would be a little late. Unless RMClick is split into a [RMClick-Down]:show placement preview, and [RMClick-Up]:Do drop lifted object. (in this last case, no additional toggle key seems to be needed. works directly for [shift]+[RMClick] to.)
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Jackard
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- Location: fucking curios how do they work
Re: Easier placement of liftable items
this has already been suggested
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Easier placement of liftable items
I think it could be useful, eg for placing objects inside houses (since some of the walls are bugged for placing eg. herbalist tables on the grid).burgingham wrote:Pretty much this. I know I wouldn't use it, on the other hand it doesn't hurt either if people really want this.ElGato wrote:Also, I don't think there is much use for a toggle like that.
Also to align LCs nicely W/E direction without the gaps you get when you put them onto the grid, normal chests N/S direction, etc.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
- Posts: 9096
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- Location: Your character database
Re: Easier placement of liftable items
For now, I have added a function where you can click on another object while carrying something, in order to place the object you're carrying directly adjacent to the object you clicked.
It does not currently work when clicking on tanning tubs, kilns or other objects that act as receptacles, but it does work for all other things, including herbalist tables and containers.
It does not currently work when clicking on tanning tubs, kilns or other objects that act as receptacles, but it does work for all other things, including herbalist tables and containers.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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mvgulik
- Posts: 4098
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Re: Easier placement of liftable items
Cool. Works like a charm.

--- Hopes the same trick will be possible (code wize) for edges. (fingers crossed.) ---
--- Hopes the same trick will be possible (code wize) for edges. (fingers crossed.) ---
Ignored(29): "Would you like to know more"