It is possible to make most of the build mode panel transparent, although we were undecided whether to do it or not.
Example picture (edit, forgot to link the picture ^^):
Note: The empty space in between is still unusable, you can't click/build through it.
The info box at the left of the screen can be hidden:
- If you're talking about the structure info, look for that toggle in the
Display menu of the build mode panel on the right.
- If you're looking to hide more information of your FPS and memory usage at the bottom left, look for the setting "Tech Info" in Options menu -
Settings - Genera
As for the menu names when minimized, I don't think we can easily adjust the amount of space they take, especially if some translations for them could be longer than the English one.
The option to completely minimize the build mode menu seems unnecessary though, as at least 2 or 3 of its sub menus get used frequently in building.
Personally, I don't see the need for a reset button when you can simply left click to set each slider to 1. But if we do some form of quick resetting, it needs to apply on all sliders or else you get inconsistent behavior for sliders that look exactly the same.
Adding a button for each group of sliders would result in quite a lot more vertical spaces needed.
Perhaps right clicking a slider resets it? You still need to do it multiple times if there are more than one slider, but it's something extremely quick as you barely have to aim your mouse.
Interesting idea, giving some extra hud functionality only when wearing a helmet would be neat and also makes sense. Not entirely sure if we'll do the exact same thing you're suggesting but it's something to consider for sure.
---
Good find. Not all linking right now has this outline effect on purpose, as logic to logic/rails doesn't really benefit from it.
In this case, it's an inconsistency to be ironed out. Will make a bug report for that.
We noticed something similar on the test server for a few sectors that weren't loaded for a while (most likely not loaded since last release). Unloading and loading that sector again got rid of any of those issues though. We were unable to reproduce this afterwards as even a direct conversion of previous release to latest Dev build didn't trigger anything out of the ordinary.
Going to check it out again, maybe I get lucky this time.
[doublepost=1500469198,1500466400][/doublepost]
Thanks! We'll add it to the list.