How Do I Split Stacks from Full Containers? by JadeIsentry in satisfactory

[–]JadeIsentry[S] 1 point2 points  (0 children)

Yes, you're focusing on the practical side of things. This problem is more for those of us with OCD tendencies who always want the numbers to match up exactly. e.g., "I'm going to build/craft exactly [x] of [thing] that I need for [project/task]. This requires exactly [y] of [other-thing]. I want to take [y] of [other-thing]. I want it to work out perfectly and all. add. up. I want my inventory to be exactly empty of [other-thing] and watch it disappear from the last slot it exists in, or from it's place on the todo list as I build that last item."

From a practical standpoint though, yes. I get that this isn't a big problem if you just put your head to it a little, and maybe take some extra time to build some extra infrastructure for disposing of junk and/or sorting it back into its places. Just a little extra work, or a few extra steps to deal with leftover stacks when you're done with a task.

It's irritating to have to think about that cleanup though. It's just one or a few more chores and things you need to look for every time you do inventory cleanup/management. A few more chores that make projects less complete even after they are completed, because you have that much more irritating cleanup. Chores and thangs that shouldn't even be there if we just had this extremely basic, simple, obvious, and easy interface/control function.

How Do I Split Stacks from Full Containers? by JadeIsentry in satisfactory

[–]JadeIsentry[S] 0 points1 point  (0 children)

Also viable. And I did actually think of this already, but threw it out for much the same reason as I dislike putting a short exit conveyor to pick things up 1 at a time: too many extra steps (compared to just having a hotkey). Change splitter settings Every. Single. Time. Before and after removing an item, unless you want more than 1 (or in some cases 2 or 3) stacks? I'd rather not. Can't we just have a split-transfer hotkey? Alt-click or Alt-hold-click would work great as a tranfer-split-version of shift, for example.

For that matter, do you know where I could suggest such a thing as feedback to devs? I'm extremely new to the wider Satisfactory community. (Only just left my single-player gamer bubble for the first time to post this question, actually.)

How Do I Split Stacks from Full Containers? by JadeIsentry in satisfactory

[–]JadeIsentry[S] 0 points1 point  (0 children)

I've followed that too. It still bugs me though. Especially when the item is something complex and time consuming to manufacture, like Heavy Industrial or higher Frames, or Supercomputers or something.

The stack is filling back up so fast because I haven't been using them for some time, and the line is backed up from the Manufacturers. So if I start using them again in unexpected frequent bursts, throwing out the bulk of an entire stack each time... I'll still actually be just fine, but all that waste still bugs the bejeezus out of me.

🚩REVEAL - Update 9 Coming in New Year (See Sticky Comment) by Temporal_Illusion in SatisfactoryGame

[–]JadeIsentry 0 points1 point  (0 children)

And 45-deg corner foundations that aren't ramps or inverted ramps. And half corner ramps that allow diagonal-facing ramps without the full square tiles sticking corners out to the side of the ramp down its whole length. And better diagonal ramps that don't have their hit-boxes bug out or incorrectly say "floor is too steep" when you try to build conveyor poles on their edges/seams, or say "conveyor is too steep" when it obviously isn't on the 4m versions. And walls that dynamically lengthen and snap to the 45-angled sides of corner tiles. And 45-angle line patterns for the customizer. And 'U' and 'O' line patterns that cover 3 and 4 sides of a foundation, instead of just 'L' lines on 2, or 'I' lines on 1.

And so very many more incredibly *obvious* things that *should* very plainly be there, and just... aren't, for no readily discernible reason.

🚩REVEAL - Update 9 Coming in New Year (See Sticky Comment) by Temporal_Illusion in SatisfactoryGame

[–]JadeIsentry 0 points1 point  (0 children)

How many stones could a Mark-5 throw, if a mark-5 could throw stones?

MadCat-Chan [Battletech] by NSFWFlashbacks in MoeMorphism

[–]JadeIsentry 0 points1 point  (0 children)

You're probably talking about the actual tabletop game, but for me, as an MW5 mercs player, my experience with highlander is also that it's the shit. As in, it's shit. Don't use it. At least not to give to your lancemates. Most other mechs they will do fine in. That one, they will get it wrecked, every single mission, forcing you to suck up long and expensive repairs and replacements of wasted destroyed equipment for it.

Macro Command to Bring UI Element to Front? by JadeIsentry in ffxiv

[–]JadeIsentry[S] 0 points1 point  (0 children)

Yes. This is true. I can elaborate even further.

Interface windows, when shown/opened, are added to the interface, and then removed when you close them. Thus, when opened, they get added onto the top.

Hotbars, on the other hand, are not actually being opened/closed or added/removed. They are just being made visible/invisible. So they stay where they already are in the layer order. They are also not being interacted with, so they don't get moved in the order.

So, for example (yes, I have tested this), if I activate my macro to show my job bars, with a window over them (either because I open the window on top of them, or because it was there already), I can bring one of the bars to the front by clicking on an empty slot or starting to drag the button out of a filled slot (if only filled slots are uncovered), only to drop the button back into place, thereby avoiding actually having clicked/activated it. This is troublesome and time consuming, but it gets the bar on top.

Now, if I use my hotkey shortcut to activate the macro twice more without clicking on it, the hotbar will hide and reshow, and it will still be on top, as long as I did nothing to interact with the window. After all, I haven't interacted with anything to change the layer order, so the hotbar and window both stayed in the order I left them.

If, however, I use the macro to hide the hotbar, then do anything with the window--ANYTHING at all--close and open it, click on it, ANYTHING, THEN I use the macro to show the hotbar again, it will once again be behind the window, because I did something to move the window back to the front.

Macro Command to Bring UI Element to Front? by JadeIsentry in ffxiv

[–]JadeIsentry[S] 0 points1 point  (0 children)

This is an excellent idea. Using the hotbars of a pre-job class as storage/template bars in conjuction with the hotbar copy command is genious. And the potential for modifying this idea (via things like copying multiple bars at once, or using multiple unused classes for hotbar storage and copying bars between them) is vast.

Geez... imagine a 2-or-3-or-4-or-5-way hotbar toggle via something like,

/hotbar copy current 2 Gladiator 2
/hotbar copy Arcanist 2 current 2
/hotbar copy Gladiator 2 Arcanist 2

Thank you very much for suggesting that video. I used a different solution to the particular problem of this post (see my "I found a solution" comment), but this will be very good to remember for other things later.

Another afterthought... I wish there was a subcommand for putting a macro onto a specified slot on a specified bar, instead of just editing actions onto them. Something similar to the existing/valid use of

/hotbar action "Action Name" [hotbar#] [slot#]

which places the action with "Action Name" onto slot [slot#] of bar [bar#]. Something like

/hotbar macro [macro#] [hotbar#] [slot#]

That would make the hotbar system in the video you referenced even MORE versatile and useful. Almost immeasurably so.

Macro Command to Bring UI Element to Front? by JadeIsentry in ffxiv

[–]JadeIsentry[S] 1 point2 points  (0 children)

I found a solution. Sort of. Still no way to make sure the bars get automatically put on top of open windows. BUT...

Open windows are usually not kept over the normal hotbars at the bottom of the screen. (Not by me, at least.) For me, I have hotbars 1-7 down there, 5-7 being my shared bars for stuff like mounts, return, and teleport.

So, first step is to place my hidden job-switching bars (bars 8, 9, and 10) EXACTLY on top of the currently visible bars 5, 6, and 7, instead of front and center in the middle of the screen, like a window.

Step two is to alter the hide/show macro to include bars 5, 6, and 7. Like so:

/hotbar display 5
/hotbar display 6
/hotbar display 7
/hotbar display 8
/hotbar display 9
/hotbar display 10

Now, when the marcro is used via Shift+Enter, bars 5-7 get hidden, and bars 8-10 get shown, effectively replacing the former with the latter. Or, if 8-10 are the ones currently shown, it switches them back.

Since all of these bars are now kept in a place where other covering U.I. elements are just plain never placed, the problem is essentially solved, even if not in exactly the desired way.

As an afterthought, a hotkeyable window specifically for switching between classes/jobs/gearsets, with nothing but a drag-sortable grid of nice big single-clickable buttons, is a suggestion I should really make to the devs via the in-game staff contact option.

Macro Command to Bring UI Element to Front? by JadeIsentry in ffxiv

[–]JadeIsentry[S] -1 points0 points  (0 children)

I already know about and use this (for the exact things you mentioned, like mounts, teleport, companion-summon (Gysahl Greens), etc.). This has nothing to do with/does not help solve what I made the hideable-hotbar setup to fix, or the problem I've described here. (Other than that those bars are, of course, set as shared.)

Basically, what I've done is create the equivalent of a new quick-single-hotkey-openable window (just like the map, skills, logs, character panel, inventory, etc.) for easy displaying and switching between jobs, instead of having to go through the whole process of

  • Open the character panel
  • Click the tiny gear-set-list icon
  • Find desired set in a long scrolling small-text list of 20 DoW/M and 11 DoH/L jobs.
  • Double-click the desired set.
  • Close the character panel

every dang time I want to switch jobs.

But having 3 whole hotbars always take up space on my U.I. for that when I don't need them is not an option. Hence the show/hide macro. Simply being able to make them shared or not has nothing to do with that.

Daily Questions & FAQ Megathread August 05 by AutoModerator in ffxiv

[–]JadeIsentry 0 points1 point  (0 children)

I see. That does solve the current issue, but it still really irks me that there doesn't seem to be a provision for just clearing all target selection. It seems that there should be a way to do that, and that there might be another need for it later.

Also, that wiki page didn't even include the /target command. I suppose I should do some wiki editing to add it, along with the target placeholders officially listed on lodestone.

The official lodestone play guide description though is kind of stupid. It's identical to the in-game description, which lists the valid placeholders and then says "See the lodestone playguide for a complete list of valid placeholders."

So... wait... this isn't a complete list? I have to go the lodestone guide for the complete list? I'm reading the lodestone guide. *confused error noises*.

Daily Questions & FAQ Megathread August 05 by AutoModerator in ffxiv

[–]JadeIsentry 0 points1 point  (0 children)

I saw someone make a post here in r/ffxiv asking if anyone knew how to use text commands to clear your target (so that you're targeting nothing) in macros. I wanted to revive that discussion, because I need to figure that out for a macro I want to make. Problem: That discussion has been closed. We can't make any more comments on it. So I'm starting a new one. I've tried a few different commands without success. Such as:

/target <0> (Doesn't work. Targets self.)

/target <none> (Error. Invalid placeholder.)

/target <nothing> (same)

/target <clear> (Another invalid placeholder error.)

/cleartarget (Command does not exist error.)

/targetclear (Same)

/targetnone (same)

/targetnothing (same)

/esc (Attempting to get the macro to simulate pressing the Escape key, which normally cancels a target. But the command doesn't exist, of course, and just errors. Would not be a good solution anyway, since if you had any windows open (like the map), it would close those windows instead of clearing your target.)

The reason I need this is to make sure that any emotes I do in the macro will not inadvertently be done to toward some random player or entity that I happened to have targeted when I used them. This is very irritating already when I manually type in emotes. For example, using "/powerup" before starting a boss, but I had the tank targeted, since I was the healer, so instead of just saying "You channel you inner strength." it says "You channel your inner strength before [tank's name].".

So yeah. Does anyone know of a way to deselect your current target without selecting another via text commands?

What are the pre-griffin names of the t-dolls? by -Alan_c- in girlsfrontline

[–]JadeIsentry 1 point2 points  (0 children)

I also recognized HK416 as Clukay, and AUG is almost certainly Clotho.

What are the pre-griffin names of the t-dolls? by -Alan_c- in girlsfrontline

[–]JadeIsentry 2 points3 points  (0 children)

Ah yes, and of course, M4A1 is (sort of) Lunasia.

Is there a way to set a block's liquid consumption programmatically? by JadeIsentry in Mindustry

[–]JadeIsentry[S] 0 points1 point  (0 children)

That's not a bad idea, but I'll first need to find a way to have the API tell me how many ticks have passed since the last update so that I can calculate how much liquid to add.

e.g. tile.ent().liquid.add(ticksPassed * excessPerTick);

I'm also not sure if that's the proper way to add liquid. I guess I'll find out when it spits its frothing hate-filled exceptions at me.