Stationeers

Stationeers

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Fixing The Controls
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184.388 KB
2024 年 7 月 28 日 上午 2:09
9 月 23 日 下午 4:07
35 项改动说明 ( 查看 )

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Fixing The Controls

描述
This is a shortcuts mod that adds context-sensitive hotkeys designed to help you have fun getting stuff done.

If you can see it, you can pull out the tools needed to build it, upgrade it, repair it, or build more of it. You can build less of it, too. Get that drill out with one button. Label all the things, set up those circuits without having to dig through your packs to find that pesky screwdriver. Can't turn those solar panels by hand? One button. Attach crates and portable tanks to their mounts. Crowbar those doors closed. Open the APC cover after you build it (why does this need a crowbar?). One button gets you what you need.

Once you're done, clear your hands with technology previously unknown: stacking! Be the smartest Stationeer on your planet by understanding that those cables should go into your other cable stack instead of occupying a whole different inventory slot. Amazing. Be the only Stationeer in the known universe that can do more than one thing at a time by emptying both hands simultaneously. One button.

Build key: Equip the items necessary to build/upgrade/repair/attach/build more of whatever you're looking at. Also equips crowbar to open/close doors and covers.
Unbuild key: Opposite of the build key.
Clear hands key: Send what's in your hands to your inventory. Stacks items properly. Prefers type-specific slots over general ones (EG tools go to tool slots, ores go to ore slots).
Configure key: Equip screwdriver/labeler to change screw settings and rename devices, wrench to turn solar panels.
Tablet key: Equip first found tablet.
Glasses key: Toggle sensor glasses on/off.
Mode switch key: Toggle the generic "mode" that some items have, including the drill (flattening) and flashlight (power setting). Also cycles through cartridges in tablets!

If you'd like to assign modifiers to your keybinds, there's a config file in the game's base directory that will let you do that.

This is a code mod that requires launcher support.
https://github.com/StationeersLaunchPad/StationeersLaunchPad
热门讨论 查看全部(3)
6
2024 年 9 月 4 日 上午 11:36
Key triggering multiple times in a single frame
BoNes
4
2024 年 8 月 15 日 下午 5:45
Keybind options not appearing
fireblade
1
4 月 5 日 上午 2:39
[solved] Mod Settings window is empty, unable to assign keybinds
Meltea
139 条留言
froggx 9 月 27 日 上午 4:35 
@Hellwatcher
yes! i wish i could express myself as concisely as you just did, thanks.
HellWatcher 9 月 25 日 上午 8:54 
Short summary. Paint is cheap and mods make it cheaper. If possible, let the game do it's own merging for cables because it will waste less space and time.
froggx 9 月 25 日 上午 2:19 
(3 of 3 steamforum should host comments)
Do you value time? To me time is the MOST valuable resource, full stop. Manually merging is some temporally expensive bullshit. To merge the typical 4 colours of cables into a single stack i have to interrupt what i'm doing, search my inventory for the waste (cause they go everythere), do that draggy droppy thing to merge them and finally figure out what i was already doing. At best, 15 seconds. Sometimes it can take over minute and i'll give up and eject things "i prolly don't need soon" onto the ground until i have enough space to continue. Iron ingots, however, are generated automatically (and promptly ejected into a hole in the ground cause 2 full silos is backstock enough at this point). Rinse and repeat merging for pipes, liquid pipes, chutes, insulated pipes, liquid insulated pipes, etc. It adds up fast.

but maybe it'll benefit ppl that suck at mining? or that have no use for time (like NEETS)? or don't know about "infinite paint mod?"
froggx 9 月 25 日 上午 2:19 
(2 of 3 cause steam)
I do lots of painting to networks (via "Network Painter" mod) and lots of path optimizing, 95% of cables are back to being default red when i stack from my hands to my inventory. The other 5% are typically a mix of whatever colours made up that network (at least 2 colours). Paint is 1g Iron per can, each can has 25 uses, each use paints an entire stack of an item, so assuming things like cables that stack x50 i would need the colour sorting to recover 1250 of them to save one iron ingot. I do an extensive amount of painting to organize my networks (via the "Network Painter" mod) along with regular "optimization" passes leading to lots of rebuilding. 95% of them are back to being default red when i stack from my hands to my inventory. The other 5% are a mix of whatever colours made up that network. With 2 hardsuit backpacks and 2 mk2 toolbelts, the inventory is too small for me to recover a full stack before i run out of space and have to manually merge.
froggx 9 月 25 日 上午 2:19 
@Tolerance is not a virtue.
(1 of 3; chara limit sux)
Please either create a toggle or revert the stacking behaviour back to not factor in colour. That is how the game engine handles removing different coloured items of the same type from the game world and stacking them into an unoccupied hand. You can see this when setting down 5 cable segments, painting them each a different colour, and using the wire cutter on them nothing in your other hand. The game automatically creates a new stack in your free hand the colour of the first cable you cut then merge all the other colours into that stack. When you're done you will be holding a stack of 5 cables all the same colour as the first one you removed. Seemed like there's little benefit to stacking by colour from my hand to my inventory after the game engine has thrown away any colours other than the one that starts the stack i'm holding.... so i ran my numbers. Surprise! I WASTE resources relative to stacking without coloursplits.
Tolerance is not a virtue  [作者] 9 月 23 日 下午 4:30 
Thanks, guys. Added a quick fix for the APC interaction. That particular interaction previously had a hard-coded name in the game (so I had to hard-code the check as well), and it appears they finally changed it to use one of the existing assignments. That's a good thing, but of course necessitated a patch.

The action used to show on the tooltip, for example, "Close Cover" - now it's just "Close" and matches an existing localization string.
HellWatcher 9 月 23 日 上午 11:20 
I started a run last weekend with this and it did not seem to work for the APC. I didn't try it on unpowered doors. Everything else seems to work. I only have build, unbuild, and clear keybinds configured.
Rotn_ 9 月 22 日 下午 8:00 
I don't seem to get the crowbar anymore when trying to open the APC. I've tried all the buttons that can be kb'd yet to check if it's the same for doors. I'll add a new entry once I checked

Everything else seem to work though
Tolerance is not a virtue  [作者] 9 月 2 日 上午 2:37 
You're very welcome.

The color stacking bit is on purpose, it costs you something to paint things so you shouldn't lose that without doing it deliberately. That said, I believe the game lets you manually merge stacks of different colored items, so you can manipulate the colors of stacks yourself to deplete/duplicate colors on items as you like.

Until recently it wasn't considering colors at all because I just never considered it when implementing things, but it wasn't my intent to neglect them. Someone pointed it out and I was able to easily fix the storing side of things. Matching colors for summoning items probably won't happen unless I do another rewrite.

Items ending up in incorrect slots will probably be an easy enough fix, but I don't know when I'll get around to it. I intend for clearing to be main hand first, so you have some control over ordering.
Kupie 8 月 28 日 下午 2:34 
Okay this is the best fucking thing ever, THANK YOU