-
dagrimreefah
- Posts: 2648
- Joined: Wed May 25, 2011 3:01 am
Re: Game Development: Hat Placement
Amazing patch boys, the cheese thing seriously is the tits
-
WowGain
- Posts: 1097
- Joined: Fri Mar 07, 2014 2:09 am
Re: Game Development: Hat Placement
Any plans to make putting down a stockpile with all items of that type in your inv not cancer then? Bc atm it sucks to use any of those shortcuts with muscle memory.jorb wrote:Sure, but it doesn't solve the problem we were trying to solve originally, namely that one cannot fine place milestone extensions.Tammer wrote:You could just revert the change that broke road building instead.
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain
-
ItsFunToLose
- Posts: 264
- Joined: Thu Jan 20, 2011 10:18 pm
Re: Game Development: Hat Placement
let go of control before placing. you can do it. I believe in you.WowGain wrote:Any plans to make putting down a stockpile with all items of that type in your inv not cancer then? Bc atm it sucks to use any of those shortcuts with muscle memory.jorb wrote:Sure, but it doesn't solve the problem we were trying to solve originally, namely that one cannot fine place milestone extensions.Tammer wrote:You could just revert the change that broke road building instead.
I like to air dribble.
-
WowGain
- Posts: 1097
- Joined: Fri Mar 07, 2014 2:09 am
Re: Game Development: Hat Placement
cope?ItsFunToLose wrote:coping
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain
-
Betelgeuse1284
- Posts: 16
- Joined: Sat Jul 11, 2015 4:51 pm
Re: Game Development: Hat Placement
Agree with everything hereTammer wrote:This change has been pretty frustrating, mostly because the public custom clients have rotate on shift and fine placement on ctrl. The natural thing to do before would be to hold ctrl to place the dirt stockpile or herbalist table you're building, then left click. (That's still exactly how it works for placing a herbalist table or garden pot that you've already built and are holding over your head.) But now that makes you walk to the spot instead, so you have to back away and start over.jorb wrote:
- Holding Ctrl allows you to rotate the building, and walk with LMB.
You could just revert the change that broke road building instead.
Or use alt + left click to walk (instead of ctrl).
But also, am I nuts, or for default client it was also shift for rotation and ctrl for fine placement? Like forever before?
I haven't built a single road this certain world, so I am sorry for being so judgemental without understanding the issue. But it doesn't feel right to change entire thing for roads alone mostly, also using Alt in this case is a super good call. Alt button has association with something additional, it is a good option to add it rather than recollect Shift and Ctrl buttons into completely new meaning.
Cheese and hat update still rock though
-
Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Hat Placement
There are certainly times when I have needed to place objects, stockpiles, etc., in a tighter fashion than has been previously possible so in that regard I do appreciate the capability of placing them more precisely, however, the grid alignment works against this mechanic in its entirety and rather defeats the purpose of being able to finely place things because there are still many circumstances in which the hitboxes don't conform well with the grid.
-
Audiosmurf
- Posts: 2944
- Joined: Fri Jul 02, 2010 9:00 pm
- Location: Ice Hell
Re: Game Development: Hat Placement
Just make fine placement the default, and you have to hold a button to snap to grid
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
-
ItsFunToLose
- Posts: 264
- Joined: Thu Jan 20, 2011 10:18 pm
Re: Game Development: Hat Placement
without entering it into the chat window, hold shift and press ; or more simply ":"Kaios wrote:There are certainly times when I have needed to place objects, stockpiles, etc., in a tighter fashion than has been previously possible so in that regard I do appreciate the capability of placing them more precisely, however, the grid alignment works against this mechanic in its entirety and rather defeats the purpose of being able to finely place things because there are still many circumstances in which the hitboxes don't conform well with the grid.
then type :placegrid #
You will see the text in white above and to the left of the chat window. You can fine tune the placegrid to an arbitrary degree of precision allowing fine tune control over your placements.
:placegrid 8 seems fine for most use cases, log stockpiles etc, although I have found uses for 16, 24 and 32(herbalist tables?) as well and switch between them.
I like to air dribble.
-
Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Hat Placement
thanks, had no idea about placegrid but that definitely helpsItsFunToLose wrote: without entering it into the chat window, hold shift and press ; or more simply ":"
then type :placegrid #
You will see the text in white above and to the left of the chat window. You can fine tune the placegrid to an arbitrary degree of precision allowing fine tune control over your placements.
:placegrid 8 seems fine for most use cases, log stockpiles etc, although I have found uses for 16, 24 and 32(herbalist tables?) as well and switch between them.
-
Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Hat Placement
Still wondering what the point of mentioning this was, if patches are once again no longer weekly lmaojorb wrote: [*] Looking to shift the standard patch-day to Tuesdays. Pushing a patch here this week to space it out a little.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.