Can someone please tell me how to delete beds and walls? I know how to mine and what not however I see no documentation anywhere on how to delete walls and beds.
The $ symbol is the symbol for selling off constructed furniture and buildings. They can only be sold if they are at 100% health. It should appear on almost every build menu.
Thanks I didn't realize it.
Stuff that still is under construction can be taken away with the cancel button below/above the sell button
Just being curious, why not simplify those two button into one? since there is no real difference between 'cancel' and 'sell' in the gameplay.
Quote from: Kender on November 15, 2013, 06:04:49 AM
Just being curious, why not simplify those two button into one? since there is no real difference between 'cancel' and 'sell' in the gameplay.
I myself really like this distinctions. Cancel allows you to cancel construction/mining tasks when you need your colonists elsewhere, and you don't need to bother going tile-by-tile if you ordered them to build a carpet.
Quote from: Galileus on November 15, 2013, 06:20:38 AM
I myself really like this distinctions. Cancel allows you to cancel construction/mining tasks when you need your colonists elsewhere, and you don't need to bother going tile-by-tile if you ordered them to build a carpet.
Also,
cancel can be used to cancel mining/cutting/harvesting/hauling(debris/slag) tasks.
Quote from: Kender on November 15, 2013, 06:04:49 AM
Just being curious, why not simplify those two button into one? since there is no real difference between 'cancel' and 'sell' in the gameplay.
That is, no offense, a terrible idea. As mentioned, the
cancel command has other functions, and being able to mass cancel designated constructions (or other orders) without accidentally selling structures/furniture in the area is quite useful.
I suppose both
cancel and
sell can be combined together by using a shift-key-modifier to differentiate between the two (so, say a held down shift key would change the command from
cancel to
sell), but accidents can happen and it is somewhat less user-friendly to new players.
Quote...without accidentally selling structures/furniture in the area is quite useful.
This is really not a problem, 'cause there are many solutions to this 'miss selling' that have already been and using in other well designed games.
for one, in the case of 'drag-sell/cancel multiple objects' you can only sell/cancel the objects that the first mouse clicked (left click) on when you drag your mouse, and when you release your left click, the same object in that square drag zone will be sold/canceled, other objects won't be affected.
On the other hand, and the 'cancel' in this game will (miss) cancel all unfinished tasks, which in some case is not what player exactly want to do.
Still doe snot help you when you build walls, mine and build furniture in a room at once while there are power cables and lamps around and you want to cancel only work and not sell stuff. Not the mention The Carpet Parable! Sometimes you order your colonists to build stuff under stuff and stuff!
It ain't broken, don't fix it.
QuoteIt ain't broken, don't fix it.
First of all, I didn't say it is broken or not working right now, so I am not asking for fixing. so calm down please.
Quote...and build furniture in a room at once while there are power cables and lamps around and you want to cancel only work and not sell stuff. ...
Secondly, as I mentioned already, the solution using in other games
have already solved this problem, so I don't understand why your brought this up again. So I will explain one more time:
You can
only sell the object that been selected when you put your left mouse button down, so when you 'drag-sell/cancel', you will only sell/cancel that type of object exclusively (in your case power cables and lamps).
Quote from: Kender on November 16, 2013, 06:00:45 AMFirst of all, I didn't say it is broken or not working right now, so I am not asking for fixing. so calm down please.
How am I not calm? o_O "It ain't broke, don't fix it" is a oh-so-popular saying, often used to express that by trying to improve a working system, you broke it.
Quote from: Kender on November 16, 2013, 06:00:45 AM
Secondly, as I mentioned already, the solution using in other games have already solved this problem, so I don't understand why your brought this up again. So I will explain one more time
Yeah, and RimWorld also solved this problem by separating "sell" and "cancel". In the example I provided you can just cancel everything with one "swipe". Or just cancel mining and walls easily enough. In the "first click lock" system you would need to swipe multiple times in one area to clean it of jobs - once for carpets, once for walls, once for mining, once for chairs, once for tables... And selling carpets, you would need to swipe multiple times if the corners have things like beds or chairs in them.
^ That is not to say one system is better than another. I tried (and failed) to say they both have their good and bad sides. I would probably sway to the system we have already if I would have to choose one, but this is most probably bias from being used to it. Instead of trying to figure out which system to use, we should be trying to figure out under which key - Shift, Ctrl or Alt - should we put switching between them ;)
Simply get a sell button, make it work as cancel if alt is pressed and switch to first-click-lock if ctrl is pressed. Best of all worlds!
Selling is going to become a deconstruct designation anyways, so it's kind of moot. It's a stand-in for something different from what it is, so it can't be merged with Sell.
QuoteHow am I not calm?
I apologize if I overreacted.
QuoteIn the example I provided you can just cancel everything with one "swipe"...
This is not a difficult problem, simply by holding 'Shift' while trying to delete everything.
QuoteSimply get a sell button, make it work as cancel if alt is pressed and switch to first-click-lock if ctrl is pressed. Best of all worlds!
This gonna be convenient.
QuoteSelling is going to become a deconstruct designation anyways, so it's kind of moot. It's a stand-in for something different from what it is, so it can't be merged with Sell.
Then it should stay as it is.
by any chance make 'Sell' and 'Cancel' directly accessible in the UI, instead of hiding in menus?
Maybe when a trade ship is near by you can use the sell button to sell weapons to ships instead of selecting from a list.
Quote from: Xanting on November 17, 2013, 05:27:50 AM
Maybe when a trade ship is near by you can use the sell button to sell weapons to ships instead of selecting from a list.
How would that work without accidentally selling the weapon rack?
One of the main problems that I have with the selling list is the fact that if I scroll down the list with my mouse wheel, the list will "jump" whenever I click on the Sell button, causing me to accidentally sell weapons I didn't want to sell. It would be nice if it didn't do that, but it's a minor inconvenience in comparison to how well everything else about the game's listing systems are.
i was referring to after the deconstruction system is in place. If done right now it would be a mess.
Don't wreck a function that works well and is user friendly.
QuoteDon't wreck a function that works well and is user friendly.
yeah, of course.
but making improvement (in this case improve the user-friendly of UI) is another thing.
Why even invent wheel since we can just moving thing around on our shoulder? humm?
wich wheel we got teleporters d-;
But anyways i do think deconstructing will be much more fun than whats happening now.
Specially since you cant sell exploding/burning turrets than.
Quote from: Semmy on November 19, 2013, 08:23:24 AMSpecially since you cant sell exploding/burning turrets than.
And it removes the "sell everything next to burning building" cheese as well. Turning it into legitimate tactic, as well. Cute and elegant, I must say!
Nice I was going to suggest that your colonists would have to take objects down but sounds like it's planed already. So thumbs up to that.