Build Planner middle-click unable to withdraw from connected inventories
Solved
When using middle-click on an inventory access port to withdraw components for a block "held in hand", BP seems to be unable to withdraw those components from a connected grid. If I open the inventory screen instead and click on the withdraw button there, it's able to withdraw them.
I have a large-grid ship with a bunch of cargo containers, with all my components in them. When I dock it to my base (large grid station) via landing gear and connector. I've been withdrawing from a connector on my base grid.
(FYI, I saw the bug report about sorters and BP. There are no sorters between the connector I'm withdrawing through, and the inventories. The only sorters are on a small grid ship that is docked via connector.)
(FYI, I saw the bug report about sorters and BP. There are no sorters between the connector I'm withdrawing through, and the inventories. The only sorters are on a small grid ship that is docked via connector.)
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
As an additional consideration, if you shift-MMB on an inventory port, the Build Planner does not limit itself to queuing up the required components on the same grid. If there is a connected grid with an assembler, it might get the job to build the items. That means that you can shift-MMB on a port, then after the stuff is built MMB on the same port and get told that the items are not available.
The Build Planner should be able to access connected grids - if you could manually withdraw the items, the Build Planner should be able to withdraw the items. If not withdrawing items from connected grids is however a deliberate feature (and I hope it is not), the queuing up of items to build with shift-MMB should have the same restriction. It should only consider assemblers that are turned on and whose inventory is accessible from the inventory port you are accessing it from, by whatever rules for "accessible" apply.
As an additional consideration, if you shift-MMB on an inventory port, the Build Planner does not limit itself to queuing up the required components on the same grid. If there is a connected grid with an assembler, it might get the job to build the items. That means that you can shift-MMB on a port, then after the stuff is built MMB on the same port and get told that the items are not available.
The Build Planner should be able to access connected grids - if you could manually withdraw the items, the Build Planner should be able to withdraw the items. If not withdrawing items from connected grids is however a deliberate feature (and I hope it is not), the queuing up of items to build with shift-MMB should have the same restriction. It should only consider assemblers that are turned on and whose inventory is accessible from the inventory port you are accessing it from, by whatever rules for "accessible" apply.
This is perhaps the biggest gripe I have with the Build Planner system.
This is perhaps the biggest gripe I have with the Build Planner system.
Yeah, as this functions now, it’s too unreliable to be very useful. When I can middle click on a port multiple times and get different messages about component availability, and have it eventually “off by one” loose track of how many it’s supposed to be withdrawing... 🤷♂
I’ve stuck with easy inventory for everything I can, because at least it works reliably and consistently.
Yeah, as this functions now, it’s too unreliable to be very useful. When I can middle click on a port multiple times and get different messages about component availability, and have it eventually “off by one” loose track of how many it’s supposed to be withdrawing... 🤷♂
I’ve stuck with easy inventory for everything I can, because at least it works reliably and consistently.
I don't think I'd want it to grab from a random docked ship. I want to pull from this ship or this station, not that ship over there.
It'd be fine if it was a modifier, but I don't want it to default to grabbing from anywhere.
I don't think I'd want it to grab from a random docked ship. I want to pull from this ship or this station, not that ship over there.
It'd be fine if it was a modifier, but I don't want it to default to grabbing from anywhere.
I find it odd that I can't pull from connected inventories on connected ships - I can see the parts...
I find it odd that I can't pull from connected inventories on connected ships - I can see the parts...
9 months should be long enough to fix this right? Like others mentioned, shift-MMB works across grids, and I can manually move things across grids, so MMB should work. If moving things out of ships is a concern then only move things from station grids by default. Ideally this should probably be an option on connectors.
9 months should be long enough to fix this right? Like others mentioned, shift-MMB works across grids, and I can manually move things across grids, so MMB should work. If moving things out of ships is a concern then only move things from station grids by default. Ideally this should probably be an option on connectors.
+1, Bump.It's getting tiring having to use merge blocks to work around this issue :/
+1, Bump.It's getting tiring having to use merge blocks to work around this issue :/
Hello, Engineers!
First of all, thanks a lot for your patience and in meantime updating information about this issue. It was successfully reproduced and put into our internal system. Hope it will get fixed soon and you will be using build planner happily and it will - finally - serve you well.
If you come across anything else, don´t hesitate to write to us again.
Kind Regards
Keen Software House: QA Department
Hello, Engineers!
First of all, thanks a lot for your patience and in meantime updating information about this issue. It was successfully reproduced and put into our internal system. Hope it will get fixed soon and you will be using build planner happily and it will - finally - serve you well.
If you come across anything else, don´t hesitate to write to us again.
Kind Regards
Keen Software House: QA Department
Hi all, I am playing a single player game and I can't withdraw stuff from the build planner with MMB if I'm aiming the door of an attached piston or hinge or advanced rotor. I can't even empty the suit inventory with ALT + MMB aiming at the door of these blocks, I necessarily have to open the inventory screen and manually move things. Maybe I don't remember well but it seems to me that these shortcuts have worked on these moving blocks in the past as well. is it a bug or my memory is not working?
Hi all, I am playing a single player game and I can't withdraw stuff from the build planner with MMB if I'm aiming the door of an attached piston or hinge or advanced rotor. I can't even empty the suit inventory with ALT + MMB aiming at the door of these blocks, I necessarily have to open the inventory screen and manually move things. Maybe I don't remember well but it seems to me that these shortcuts have worked on these moving blocks in the past as well. is it a bug or my memory is not working?
Hello, maurissimo60,
yes, it´s a bug. The behavior you are mentioning is part of the bug I put to our system. So let´s hope it will get fixed all together. Please wait for the bug to get fixed/this thread status change to Solved and check it afterwards. If some parts build planner functionality won´t get fixed properly, write here again, or open a new thread.
Kind Regards
Keen Software House: QA Department
Hello, maurissimo60,
yes, it´s a bug. The behavior you are mentioning is part of the bug I put to our system. So let´s hope it will get fixed all together. Please wait for the bug to get fixed/this thread status change to Solved and check it afterwards. If some parts build planner functionality won´t get fixed properly, write here again, or open a new thread.
Kind Regards
Keen Software House: QA Department
Has there been an update to this bug? This has been a real pain to manage. I just spent the last 3 hours trying to troubleshoot what could be the problem... except it didn't make sense as I could manually transfer items through the same container that middle-clicking said it couldn't pull the items from.
Has there been an update to this bug? This has been a real pain to manage. I just spent the last 3 hours trying to troubleshoot what could be the problem... except it didn't make sense as I could manually transfer items through the same container that middle-clicking said it couldn't pull the items from.
Hi all, just to check if any solution has been found for this bug... Is so frustrating going back to the connector each time.when.you are working on your first captured large grid ship!
Hi all, just to check if any solution has been found for this bug... Is so frustrating going back to the connector each time.when.you are working on your first captured large grid ship!
Just commenting to see if there is any progress on this? it's a huge QoL setback to not have this feature
Just commenting to see if there is any progress on this? it's a huge QoL setback to not have this feature
So in a couple of months this issue will be three years old, any plans on that fix coming? This drives me insane.
So in a couple of months this issue will be three years old, any plans on that fix coming? This drives me insane.
Any progress on getting a solution?
Any progress on getting a solution?
This is still present in the game, any update on a possible fix? It's quite an annoying thing honesly :/
This is still present in the game, any update on a possible fix? It's quite an annoying thing honesly :/
Hi Keen
This is an issue I posted a while back and it regularly gets comments asking if this has been “fixed” yet. Just wanted to let you know this request is still getting traction. Might be one to put on devops?
Regards
Josh
Hi Keen
This is an issue I posted a while back and it regularly gets comments asking if this has been “fixed” yet. Just wanted to let you know this request is still getting traction. Might be one to put on devops?
Regards
Josh
I'm witnessing this bug (strangely for the first time) now too -- it wouldn't be as bad, as others have said, if the shift-click production was on the same "restricted" grid, but no, it bypasses the assembler on the grid I'm on and uses the ones on a connected ship, and as others have stated, I can't auto-pull those back out without going over to the ship. Very annoying.
I'm witnessing this bug (strangely for the first time) now too -- it wouldn't be as bad, as others have said, if the shift-click production was on the same "restricted" grid, but no, it bypasses the assembler on the grid I'm on and uses the ones on a connected ship, and as others have stated, I can't auto-pull those back out without going over to the ship. Very annoying.
Yeah it's not just build planner I get inconsistent results with drag vs shift-clicking items between sub-grids.
Like it'll block me from shift-clicking items but when I click and drag the item it works just fine. Like how is these two things even different?
Yeah it's not just build planner I get inconsistent results with drag vs shift-clicking items between sub-grids.
Like it'll block me from shift-clicking items but when I click and drag the item it works just fine. Like how is these two things even different?
Dear Player,
We have reviewed our internal tickets and noticed that your issue seems to have been resolved several versions ago, particularly when Pistons, Hinges, and Rotors had their hatches replaced.
As a result, I am closing this thread as Solved. However, if you experience this issue again or encounter any new problems, please don’t hesitate to contact us.
Happy Engineering!
Kind regards,
Keen Software House: QA Department
Dear Player,
We have reviewed our internal tickets and noticed that your issue seems to have been resolved several versions ago, particularly when Pistons, Hinges, and Rotors had their hatches replaced.
As a result, I am closing this thread as Solved. However, if you experience this issue again or encounter any new problems, please don’t hesitate to contact us.
Happy Engineering!
Kind regards,
Keen Software House: QA Department
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