On the subject of conflicting keybinds, are there any current plans to have some contextual sensitivity or other mechanism to allow some "conflicting" keybinds to work in some form? As an example I tried to bind all forms of radar that do not conflict in such a way as to be built by the same unit (so only excluding the Orbital and Deepspace Radar) to "r" but sadly these conflicting keybinds are only able to produce the basic radar structure and neither of the satellites. I would appreciate being able to just press "r" and have the applicable structure show up when a single fabber or orbital launcher is selected, and be quite pleased if "r" were to toggle/cycle between applicable structures when multible applicable structures are available in the build list, whether from a single fabber's build list or from the combined build list of two or more distinct fabber types. Not sure how one could handle this type of conflict when both a mobile fabber and a factory structure, or multiple different factories with conflicting bindings want to receive a keybound input. Personally I could live with that just being a failure mode because it's not something I'm looking for. On the other hand maybe conflicting keybinds in general could just activate all relevant functions, but tell the user about this behaviour if and when he creates keybinds that do that.