Recipe, Pipette, and Level QOL Updates!

A new testing version is available which features a few QOL changes around recipe visibility/organization and pipetting buildings and fields. These changes are heavily influenced by feedback - thank you to everyone in the community, whether that's sending feedback in game or those of you chatting on [url=https://discord.com/invite/AutVxXjPn4]Discord[/url]! If you want access to the latest testing, just hit the green [b]Request Access[/b] button on the [url=https://store.steampowered.com/app/2954590?utm_source=Steam&utm_campaign=Playtest23Announce]Store Page[/url]. [h2]Recipe Popout[/h2] [img]{STEAM_CLAN_IMAGE}/44994915/78debbbffd15ce8c8b7a473ddc7bb5e96ff241cf.png[/img] There's now a "pop out" button on recipes in the Almanac. This will show the recipe in a floating window so you can keep track of what you need to build. [h2]Better Pipetting[/h2] [img]{STEAM_CLAN_IMAGE}/44994915/70c542e60def8f9719c12a8edc77543407a69ed5.gif[/img] Added a bunch of functionality to the Pipette function (Q). Pressing Q over a field or building will put you in build mode for that field or building, and will now also copy the orientation and any selected recipe. In addition, this functionality now also works on UI elements, such that pressing Q over a crop icon will put you in "build mode" for that field, and pressing Q over a recipe product icon qwill put you in "build mode" for the corresponding building with the recipe pre-selected. This doubles up with the Recipe Popout, such that you can open a recipe in the Almanac, pop it out, then "Q" each of the ingredients to quickly build each field or building. [h2]Level Indicators[/h2] [img]{STEAM_CLAN_IMAGE}/44994915/79a39586ac2f363b15b83d6450773507647dba7b.png[/img] There's now a new indicator mode for the plot balloons which displays Rank, Level, and Worker counts instead of storage. Press [i]Alt[/i] to switch between modes. This new mode is aimed to make it easier to see an overview of your layouts and which plots may be behind on upgrades, etc. [h2]Truck Updates[/h2] After investigating a couple bug reports, I found a few underlying issues with the way trucks were being dispatched. This version contains some pretty hefty updates to truck logic, so please report any new or remaining issues you see with either frozen or misbehaving trucks. [h3]Full Changes[/h3] [list] [*] Added Levels/Rank/Workers balloon to [i]Alt[/i] modes [*] Added "Time to level" estimates when mousing over XP bars [*] Large rework to truck reservation logic, fixing some issues when moving plots and reducing contention between trucks [*] Make waste trucks respond to paused Compost Area [*] Maintain plot rotation when pipetting [*] Copy recipe when pipetting a building [i](Not sure if this is more annoying or helpful - let me know what you think!)[/i] [*] Added pipetting of UI elements such as crops -> fields or recipes -> building [*] Added button border blink to Contracts button when new contracts are available [*] Maintain Plot Window tabs when you manually select one and then select a different plot [*] Fixed tech tree spacing/edges cutting off some elements [*] Fixed some issues with collection rule edits [*] Prevented alt balloon logic from firing when alt tabbing, and some other alt tab behaviors [*] Fixed a few issues with Save menu such as preventing changing names in list when typing [/list]