From the looks of it, the way it currently works is more or less assigning items to multiple slots in the hotbar. A one-handed item taking up a whole pair. while a one handed item taking only half a pair.
Pleas be different breeds of dogs, including one that don't exist. Like a penguin dog. For penguins. Because we need more penguins. A lot more penguins. #penguinsFTW
can we set it to the original hot bar? i really dont like this one because most of the items i use in starbound are 2 handed and i dont like the look of this one
We're getting closer and closer to the update, and I have to say this getting pretty good. The hotbar thing will be a bit hard to understand at first, but I'm sure we'll figure out how this works pretty quickly. Also, we finally have dogs. So, yeah, this is going pretty well ^^ Hoping that some features as this one will not be too hard to understand, I'm a bit slow on these.
Ммм крайне приятное обновление интерфейса которая действительно повлияет на игру, а не просто красивая но в целом бесполезная вундервафля. З.Ы. Глаза бедного собакена когда его запихивали в порабощающий шар зла бесподобны. Translated Yandex translator Mmm very nice update of the interface which will really affect the game, and not just beautiful but generally useless vundervaflâ. PS. The eyes of the poor dogs when it is shoved in enslaving the Orb of evil unmatched.
hmm, maybe like a fast swap grouping, like a group items are already tethered to each other and the hotkeys switch from each other. The prominent used item would be displayed first but would have a symbol indicating tethering to an item in your inventory, and when switched to that item into your hands slot, the other item is added as well, and when removed, it goes with it.
All for capturing more things... Not sure what to make of the hotbar part... So use to the old one. I usually do have 2-4 weapon sets I change between, but the rest is all builder and survival stuff... Might make the combat switch combat things a bit simpler, but how does it work with building? That would be my question, since it is the one thing I would probably do just as much. I can adapt pretty easily, so I'm 50-50 on that bit. I'll have to see when the things come to base unstable in the foreseeable future.
Being able to toggle a second action bar means you have 12 total slots under the new system. The biggest difference is that the new action bar uses shortcuts to items in your inventory, rather than item slots - So a single item can be placed in multiple different action bar slots and in different combinations. The old action bar is gone for good, and we know this will take some adjustment and getting used to for long time players, but we think this is a significant improvement. I'll say give the new system a chance and play with it before dismissing it. The previous interface with the legacy L R slots was not only cumbersome, but made no sense to many people. This is far easier to use, and makes switching between different loadouts far easier, without juggling around in your inventory.
The old bar was actually thought out though making these sets of 2 is poorly designed and is basically just designing a hotbar around one thing duel wielding but the point of having a hotbar is to have everything not just your dumb duelwielding
Dude. Some people actually like this, for one I do. And you can quit griping about it, this isn't your game you are making
I'm of mixed minds about this. 1). Since items are going straight to inventory now... I hope there won't be any shenanigans where your weapons end up in different tabs and accidentally sold or dumped or something because of how many weapons the game throws at you. I'd hate to have a cool random generated sword whose icon looks like any other random generated sword and end up going to, say, a Forest planet, find a sword that looks the same and accidentally dump it on a vendor because I'm used to it being on the hotbar. 2). I do like, however, the fact there won't be any more "I KNOW I made an armor, where is it!?" where it was on the hotbar all this time. And/or items automatically going to the hotbar. 3). How are these hotbars activated? Because to be honest, I hope it's the 1-6 keys, because I'd always put torches on 1, bandaids on 2, etc. Having to re-train myself how to play the game would be rather cumbersome, lol. Hopefully the new way ends up being easier than the old way. Hopefully. 4). We're going from L/R + 10 hotkeys down to 6 L/R slots? Eh, that means we're losing 4 hotbar slots. I don't know if I like that. Right now, I usually have, in order... L/R Slot: Main Weapon (usually a 2H sword) 1: Torches 2: Bandaids 3: Main Gun 4: Bandaids #2 (bigger bandaids for bad wounds) 5: Grapple Gun 6: Bug Net (I play Frackin'Universe which means I also have Bees!) 7: Cobblestone Blocks (I don't like putting flags/teleporters on weak blocks for fear of something breaking them) 8, 9, 0: Usually I got building materials on these blocks if I'm building something. Sometimes I'll put a secondary gun up there, etc. So with these 6 L/R combos... how would I do the above? Even if you take out 8, 9, 0... I'm still 1 short.
Intriguing, intriguing, he said in a Strong Bad voice. I had a suspicion these might be shortcuts rather than actual inventory slots, but the post wasn't terribly clear on that. And with the heavily expanded normal inventory, the "loss" of action bar inventory slots isn't a loss at all. So I'm pretty good with this. It'll take a lil to overcome like two years of habit, but doable, doable. My only concern now is how quickly one can swap between the two action bars, if there's a keyboard-based swap option. Otherwise, I think we definitely got a net positive here.
Awesome! The new toolbar seems like a great thing, I never really understood the old bar well... I haven't been around much lately, steam says I have played 37 hours of Starbound, but that was like two years ago and I'm waiting for the release version since then to enjoy it in it's full potential. With each update you post it seems more and more it will be worth the wait
Problem is..... we're going from One L/R combo + 10 hotkeys to what is essentially 6 hotkeys, because many of the things I hotkeyed were 2H ... rifles, building blocks, etc. Since I main a 2H sword, I don't dual-wield anything so I'm losing out on 7 hotkey slots right there. That's a pretty big loss, IMO.
Designing the hotbar around duel wielding is fantastic in my opinion, as selecting multiple combos in the current system is odd at best, having to left and right click the items you want at that time, or leaving the most universal weapon in the default right hand slot. Many moons ago, when I first played Starbound, the first thing that happened to me was me saying, "How does this dumb hotbar work?" I look at that and I instantly know what's going on. It's just more intuitive, the only problem is it's different, and that's only a problem if you're really shortsighted.
How do you switch them, though? And why not put both bars up on screen at once, and use 1 through = to access them all? I don't want any fancy key combinations to access the second set of hotbars. I want 1 button push for all 12.
I bet switching the bars will be tilde or something like that, I hope. Tilde is pretty easy to press, so... *wink wink*
I think it's actually 12 pairs of slots for two separate bars. Probably switched with using X or Z as it had been to switch from main hotbar to LR... I personally like this system more as I am mainly a dual wielder. The old system made dual wielding a bit more annoying than it needed to be. Plus, 6 action slots makes it easier to scroll through as well as hot key. I personally find it easier to quickly switch hotbar slots and then push a key within easy reach of my left hand, than have to reach across the keyboard for item 0...