#Increase amount of pinned modules from AI QoL: Module Pinning Upgrade

11 messages · Page 1 of 1 (latest)

little sun
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Currently, you can only add 8 module recipes on the main synth screen, but more than 8 modules can be activated over the course of gameplay. Would be nice if a second row of pinned modules was added, either by changing original upgrade, or adding a separate upgrade. Also would be nice if they could be re-ordered like modules on Modules page, instead of pinning them in specific order.
Example on screenshot

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also also I'd like if we could switch them on and off with right click like you can on Modules page

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...now that I think about it. I kinda hate clicking to Modules page every time. I understand there are a lot of modules, but I'd rather be able to upgrade, switch on/off and sort them from a single place. Queue helps a lot, but not enough

young vigil
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I am planning a redo of that interface a bit at some point

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putting modueles on synth page essentially but it just like doesnt quite naturally all fit ><

golden harness
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+1 for this. Pinned modules are a huge QoL for being able to see what you can afford without having to manually click through each one, one at a time.

I was going to suggest an AI upgrade to add a second row of pinned modules (8->16) at the expense of maybe having to add a scrollbar to this page - but it sounds like you're on it, so I'll just add a +1 vote to this.

austere spear
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There's a full UI redo in the works

kindred briar
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I was about to comment a suggestion in this regard. I know you are doing a rework but my idea might still help with that, since Sylv mentioned "...doesnt quite naturally all fit ".

How about you make a second QoL upgrade (or integrate it in the existing one), where it is automatically sorted instead of just pinned.

My idea would be that you only show the ones you can actually buy/unlock at the moment because you have unlocked the material and then fill up with what comes next available. Essentially, you pin all, that are not maxed out, but only show and fill up by availability.

silent kelp
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sometimes you want to pin a module before you have the resources to make it

austere spear
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There's a full UI redo in the works

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Pins are going away