Belt Draw

by miodec

No more R R R R R... draw to place L-shaped belts with automatic connections and undergrounds. Easy belt planning.

Utilities
2 months ago
2.0 - 2.1
1.08K
Logistics

i Underground Lines and Undo Anchor

16 hours ago

Very cool mod and upgrades the building mechanics, well done.

  1. Underground Lines: very often when I create long-lines, I want to use undergrounds to cover it up and reduce footprint and build/deconstruct time. I think some sort of keybind whilst dragging, ideally a toggle that persists, would be nice to "zip up" the belts at largest intervals of the underground belt.
    • Anchors, when used in a straight line, should force a rise to surface. I.E. if dragging a Blue Belt and set an anchor every 4 tiles then it rises. Given that an anchor is a "turn point" when turning, should ideally put the "from underground" underground belt 1 tile before it if possible, then it can either be a turn belt or the "to underground" belt if a straight line.
    • One potential addition is "double-anchor", when you place an anchor on an existing anchor it switches at that point from doing full belts to doing undergrounds and vice versa.
  2. Undo Last Anchor: Another automation game with a similar belt-dragging system -- Foundry -- has a "remove last anchor" button (T in that game, though I guess Q or Z would be better if it can be used contextually), which helps when you accidentally mis-click the anchor point. Or pressing Anchor on an existing anchor removes it (conflicts with Double Anchor idea above ofc). Not huge issue though given how easy it is to delete.

Also, the default Shift+Scroll doesn't seem to override the Zoom In and Zoom Out as it does in other contexts like Blueprints -- is this at limitation of keybinds or a possible fix?

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