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Left click cancels building queue

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6 years ago
Where can I disable that? When I'm placing solars next to my mexes, it cancels them

its incredibly frustrating
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6 years ago
Also, shit like the area mex command being able to cancel mexes

who would ever cancel buildings im so mad that i even have to explain this

sorry for double posting
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6 years ago
Shift-click?
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6 years ago
Your solars are probably intersecting with the mex position, if shift-clicking then, it'll remove the building from the queue. To avoid fiddling with the exact solar position I'd just ctrl+shift click your mex when building the solars. This automatically builds a solar flower around your mex. When building grid lines, just make the lines run past the mex instead of over the mex, this also makes sure your grid actually connects instead of missing a link near the mex.
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6 years ago
Are you holding shift when you left click? If you don't hold shift then the command you issue replaces the current commands instead of being appended to the queue. Construction commands are just like any other command in this way. There are many instances where people want to cancel the construction of buildings.

I tried constructing buildings and cannot reproduce any issue. More details will be required if there is a bug. Screenshots and text are ok. The best method would be a short video and the input visualizer (enable through 'Settings/HUB panels/Extras/Display Keys').
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6 years ago
But thats the thing, even if i try to ring an unbuilt mex with 4 solars, mex construction is abandoned


In other news, i managed to make 4 cons assisting a factory build 4 solars seperately instead of sequentially. Incredibly frustrating
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6 years ago
You need to say exactly what you are doing because, as far as I'm aware, everything is working properly. What is 'the thing'? Write a detailed step-by-step list of what you do and what you expect.
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I just tested it a bit, and it seems like I can't reproduce the powerplant Ctrl+Shift build cancels mex issue unless Units/Waypoint Dragger (Widget List Only AFAICT) is on, since the cursor is still over the mex when doing that, and when mexes are dragged using Waypoint Dragger they are treated as placed on invalid terrain and cancelled. Also the powerplants aren't queued. If Waypoint Dragger is off, then there's no issue with powerplants.

Also, it looks like the issue where shift+areamex toggles whether a mex is built is still there, and I've no idea why. I guess it's a consequence of other code interacting weirdly, but areamex shouldn't cancel mexes. It makes quick mex planning far more finicky than it has any right to be.
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6 years ago
Thanks shadow, it must be waypoint dragger

Thats sad
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