Clicking the next/previous building arrows in mine, goldmine and coalmine different!?

Hi Crate team,

I noticed an inconsistency in how the building arrow navigation / cycling buttons (“Next/Previous building of same type”) work for extraction buildings.

The Issue:

  • Clay and Sand Mines: Clicking the next/previous building arrows while inspecting a Clay Pit or Sand Mine correctly cycles only through buildings of that exact same type (e.g., Clay Pit to Clay Pit).
  • Gold, Iron, and Coal Mines: However, when inspecting an Iron Mine, Gold Mine, or Coal Mine, clicking the next/previous building arrows cycles across all three different mine types (jumping from Iron Mine → Gold Mine → Coal Mine).

Question & Suggestion:

Is this shared cycling pool intended for metal/coal mines, or is it a category grouping bug?

It creates unnecessary clutter when you want to quickly audit all your Iron Mines to check production or staffing, but keep getting interrupted by cycling through distant Coal or Gold mines instead.

Proposed Fix:

Please split the cycling logic for Gold, Iron, and Coal Mines so that each specific mine type only cycles within its own building class—matching the clean behavior of Clay and Sand extraction sites.

2000hrs in and I learn you can rototate mines/buildings, this is awesome! :slight_smile: - GL with the bug. Why does the menu reopen on another position on the first switch?

​When switching between buildings, the UI window frequently shifts its position on the screen. This happens because the window’s anchor point recalculates dynamically based on the current building’s box size—which often varies due to different inventory amounts, missing/present resources, or active status elements being displayed.

​The Impact:

​This constant jumping forces the player to constantly readjust their mouse position while trying to rapidly audit multiple buildings (e.g., checking a string of storehouses or production facilities), significantly slowing down workflow and navigation.

​Suggested Fix:

  • ​The building inspection window should maintain a fixed anchor position on the screen when cycling through instances, regardless of minor height/width fluctuations caused by dynamic resource lists
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