1 |
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.
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1 |
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.
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3 |
Also,
it
looks
like
the
issue
where
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.
|
3 |
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.
|