Stationeers

Stationeers

Fixing The Controls
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
froggx 8 月 24 日 下午 5:58 
@zairev
easy fix: carry 2 toolbelts and your tools will always go in tool slots.

@you're weakness is you're own
if i disassemble multiples of the same stuff that i've painted different colors then each color will go into a new slot, so it ends up a stack of red wires then a stack of white wires and maybe a stack of blue wires, maybe pink.... anyway that ends up 4 inventory slots occupied by wires. is it at all possible to make stacking ignore the color of the object?
Zairev 8 月 24 日 上午 10:06 
Also, didnt really checked if anybody already reported it, but theres a bug: If you have full inventory, and some stuff in hand, and you use build button, non-tool items can end up in tool slot.

Not really gamebreaking, if you know about it, just letting ya know when i am already here.
Zairev 8 月 24 日 上午 10:03 
Well, i think the problem is that if you use ingame version, you can first stow cutters (go into tool slot) and then cable (goes wherever). But in your version, empty hands always seems to hide cables first (they go into tool slot), and then cutters -> end up in some random backpack inside jetpack pack, because tool slot full now.

Maybe if empty hands could prioritize actual tool in hands over the cables first, that could do the trick (no need to change destination, just order of whichever hand have tool over the one that does not).
Tolerance is not a virtue  [作者] 8 月 24 日 上午 3:31 
As far as I'm aware, the item placement mimics the way the game normally places them (might be different WRT open/closed bags, not sure). This was an intentional decision on my part, as I didn't want the mod to be doing what really should be two separate mods: what I've done here, and an inventory sorting/priority system to do organization within inventories.

I knew the tool belt's general slots were going to annoy someone eventually, but that's the game being dumb for having those. When starting out, I had other directions I wanted to go to fix the game's bad UX, such as making an omni-tool, or a tool belt that actually holds one of each tool and keeps them strictly in the same place at all times, but I went with the path that remained strictly on the interface side of things.

My clearing should be equivalently as stupid as the game's built in button. If it's inferior in behavior somehow, I'd like a report.
Zairev 8 月 23 日 下午 8:45 
Suggestion: If theres empty slot in tool belt (general slot, not tool slot), make tool in hands go primary there.

Everytime i empty cable+cutters, cable takes tool slot in tool belt (not equiped, just opened from backpack or uniform slot), but cutters always end up in some other container general slot, even tho there are still 2 empty general slots in toolbelt itself.
froggx 8 月 8 日 上午 3:10 
@Fredrik Metcalf
I assure you that you aren't stupid here. it's tricky to find but there's a .ini file that'll pop up in your stationeers install folder after you run the mod once.

depending on where you installed the game and steam, it should be something along the lines of:
"C:\Program Files (x86)\Steam\steamapps\common\Stationeers\Fixing The Controls modifiers.ini"
or
"D:\SteamLibrary\steamapps\common\Stationeers\Fixing The Controls modifiers.ini"

once there you gotta open that .ini with like notepad or something else that edits text docs and go to the line
"Build/repair [ftc]=" and type "LeftShift" such that the result looks like:
Build/repair [ftc]=LeftShift

then when you launch stationeers next time go to the control config in the game options and set the "build/repair" key to simply be left click.

you can add other modifers to the other fix the controls keybinds in the same manner and the .ini file has a list with the syntax of available ones to choose from.
Fredrik Metcalf 8 月 7 日 上午 11:54 
Am I stupid? How do you keybind to shift + left click?
froggx 7 月 24 日 下午 3:46 
@MonoToast

sure i'll try to summarize mine; my goal was to not remap a lot of default keys if i didn't have to because i'd already gotten that kinda muscle memory that happens:

to build = shift + left click

to unbuild = shift + right click

to pull out tablet = Tab

configure key (aka equip screwdriver/labeller) = middle mouse click (must look at what you wanna configure)

mode switch = middle mouse click (yes, same as configure key, cause you only do configure actions if you are directly looking at a relevant thing)

clear hands = H, maybe.... basically some unused key and i bound it to one of the extra buttons my mouse has

glasses key = 2 (the default key that pops up the mini-menu for the glasses, i left that also bound to 2 and the mini-menu pops up when the glasses turn on cause i don't really try to change the sensor chip unless i've turned on the glasses already and find i need a different one)
MonoToast 7 月 23 日 上午 5:08 
Can someone share there key binds. Want to see what other people are using so I can get a idea of what i should set mine as.
WIKUS 7 月 12 日 下午 5:27 
New mod loader here: https://github.com/StationeersLaunchPad/StationeersLaunchPad
The old StationeersMods loader is discontinued (broken link).
froggx 6 月 9 日 下午 9:58 
thanks for this, it makes the game fun. :erune:
Anex 5 月 25 日 上午 3:31 
I dont know what i did but I think moving "Fixing The Controls" to first below core and "Stationeers Library [StationeersLaunchPad]" to the last fixed the issue, now the keys work. thanks
Anex 5 月 25 日 上午 2:57 
could you share yor load order, please
also where should I place this mod, in the plugin directory or just normal subscribe ?
Tolerance is not a virtue  [作者] 5 月 25 日 上午 1:08 
Damn, that loading screen menu is fancy. That's a good sign I guess. Having easy access to mod-specific configuration would be handy. If only that was around when I was making my mods.

I installed launch pad and everything worked fine, so I don't know what to say if there's key configs but they aren't working.
Anex 5 月 24 日 上午 10:45 
@Your weakness is your own,
I'm using the new one "StationeersLaunchPad"
https://github.com/StationeersLaunchPad/StationeersLaunchPad

the repo for the old one "StationeersMods" is gone, so cant download that
https://github.com/jixxed/StationeersMods <-- error 404
HellWatcher 5 月 22 日 下午 7:57 
Wild to see the repo is just gone.
Tolerance is not a virtue  [作者] 5 月 22 日 下午 6:49 
If the keys are in the menu, it should be working. You can also check the bepinex log, the mod produces a lot of spam from the keys, as another way to know it's triggering. Now, it's normal that nothing happens if you build/unbuild/configure when not near & looking at something and/or not having what you need... the most widely available feature will be clearing with: 1. something in hands, 2. free space for it to move to.

Are you using StationeersMods, or the new one? I haven't touched the replacement yet, only learned about it yesterday.
Anex 5 月 22 日 下午 12:15 
does this mod work on v0.2.5499

I have tried placing this in \BepInEx\plugins\ and tried normal steam subscribe, i can see the in game setings controls menu, i can set hotkeys there, but nothing happens ingame when i press the hotkeys.
Am I doing something wrong?
Anex 5 月 22 日 上午 3:42 
just going down a few 20-30 comments, the mod author uses:
Z build, X unbuild, C configure (nice), V clear.
Tolerance is not a virtue  [作者] 5 月 18 日 下午 5:20 
Added color matching when clearing/merging items (to inventory). Thanks for the request, sorry for the inconvenient behavior before.

This has not changed anything to do with summoning items to the hands, that's still colorblind for now.
Tolerance is not a virtue  [作者] 4 月 21 日 下午 7:59 
Ooh, interesting. I can take a look. Don't know when, though. There's no color awareness, so I can see that causing problems.
HyratelWyvern 4 月 20 日 下午 10:54 
Can it be added that painted items don't merge different colors? it's handy to have several colors of cable in your belt and this merges them when deployed or stowed. additionally, can it try to match the color under cursor?
HellWatcher 3 月 27 日 下午 1:05 
I know the inspiration is supposed to be a 3D SS13, but taking the controls, too, is quite insane, lol.
Tolerance is not a virtue  [作者] 3 月 15 日 下午 6:06 
That's true, but anyone considering playing the game with vanilla controls should... just go do something fun instead. They made them bad on purpose, it's shameful.
Jethro Sigwilder 3 月 14 日 下午 6:34 
I'm sitting here reading this and I REALLY want to use it but I'm afraid if I do that I'll never be able to play Vanilla again... I really wish something like this was made official.
Papa Radiant 2024 年 12 月 19 日 上午 8:07 
StationeersMods v1.0.25.0 seems to work fine for me
Tolerance is not a virtue  [作者] 2024 年 12 月 15 日 下午 5:45 
Maybe I'm misunderstanding, but if the reason you rolled back is because modding broke, we discovered SM 1.0.22 still works, so you can just install that and everything else should continue working straight from the workshop.
valentyn.ankk 2024 年 12 月 15 日 下午 2:16 
You have nothing to apologize for, I'm the one bothering you :D
I'll wait for the StationeersMods update, I don't want to play without your mod :)
Tolerance is not a virtue  [作者] 2024 年 12 月 14 日 下午 1:17 
You're right, there's no buttons at all for non-owners. The buttons each say "author only" except the download button; that tricked me into not thinking to check with a different mod to make sure it was accessible, which would have revealed the error.

Sorry about that.
valentyn.ankk 2024 年 12 月 13 日 下午 8:47 
I have only the changelog and a link to the discussion in "updates". In the browser. Maybe it's different for you because you are its author. Or I'm just stupid :D
Tolerance is not a virtue  [作者] 2024 年 12 月 13 日 上午 11:00 
If you go to the change logs tab, there's a download link for old versions. I don't know what this is supposed to do in steam (nothing for me, apparently), but I checked and it does work if you use a browser (you'll have to log in).
valentyn.ankk 2024 年 12 月 13 日 上午 10:25 
is it possible to download the previous version of the mod somewhere?
After updating the game, I rolled back to the previous version and the mod worked until it was updated.
SM1.0.24.0 and copying to plugins does not help :(
Tolerance is not a virtue  [作者] 2024 年 12 月 12 日 下午 2:07 
22 does indeed work, didn't think of trying that in the panic. That's great news for everybody.
Balbrock 2024 年 12 月 12 日 上午 7:55 
Many thanks for your reply and for the extremely fast update. Happy Holidays and Merry Christmas!
Kastuk 2024 年 12 月 12 日 上午 5:12 
StationeersMods v 1.0.22.0 sems to be working, as I tested yesterday, when fixing my mod.
Bobothemonk 2024 年 12 月 11 日 下午 7:47 
Awesome! thanks for quickly dealing with it. Moving mod to plugin folder worked great. Really appreciate this mod, I dont think I can even play the game without it now!
Tolerance is not a virtue  [作者] 2024 年 12 月 11 日 下午 7:08 
Thanks for the notice, guys. Good news and bad news.

Good news: They changed the creative mode item spawning menu, it seems to be better now (it was atrocious to use with my key setup before.
Good news: That broke my mod, but it's fixed now. Easy.

Bad news: StationeersMods appears to be broken with the patch too. We rely on it to get code mods from the steam workshop to load, so until that situation changes code mods won't run from the workshop folders .

Good news: You can move the mod folders from
steamapps/workshop/content/544550/
to
steamapps/common/Stationeers/BepInEx/plugins/
and it should work. Otherwise, you'll have to wait for StationeersMods to release an update.

As for Linux, you're just running into the issues from the patch. Since it sounds like you succeeded at installing manually, you should be good with my new release.
Kastuk 2024 年 12 月 11 日 上午 10:20 
Just DynamicInv class is no more present in game code.
Bobothemonk 2024 年 12 月 11 日 上午 9:58 
Hi just let you know that recent game update has broken the mod
Balbrock 2024 年 12 月 11 日 上午 8:36 
Does anyone know how to make this mod work on Linux? I tried everything, following the procedure or installing manually but nothing works, I have the buttons that appear in the controls menu but nothing happens.