I see all the concerns, and mostly they are reasonable.
What about forceprinting over something completely different, I'd say usually you should not do that, you should use a decon planner anyway, because of there might left some inserters that will mix belts content or some belt which will screw ...
Search found 15 matches
- Tue Nov 18, 2025 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Improve chests replacement logic during force printing
- Replies: 4
- Views: 369
- Tue Nov 18, 2025 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Improve chests replacement logic during force printing
- Replies: 4
- Views: 369
Re: Improve chests replacement logic during force printing
So basically it is a more technical limitation and this design was chosen not because of you believe it is better but because it was much simpler to implement with existing constraints. Anyway, doesn't look as something impossible but it would improve quality of life.
- Tue Nov 18, 2025 2:25 pm
- Forum: Ideas and Suggestions
- Topic: Improve chests replacement logic during force printing
- Replies: 4
- Views: 369
Improve chests replacement logic during force printing
TL;DR
We need some better way to upgrade chests with an existing blueprint, not deconstructing them entirely before put a replacement chest.
What?
When I make my malls sometimes i use storage chest to store items that can be recycled or even for all the items instead of a regular passive ...
We need some better way to upgrade chests with an existing blueprint, not deconstructing them entirely before put a replacement chest.
What?
When I make my malls sometimes i use storage chest to store items that can be recycled or even for all the items instead of a regular passive ...
- Mon Nov 17, 2025 8:55 pm
- Forum: Duplicates
- Topic: [2.0.72] when you replace a chest with a storage chest which have a filter it gets deconstructed
- Replies: 3
- Views: 286
Re: [2.0.72] when you replace a chest with a storage chest which have a filter it gets deconstructed
Thanks for your reply. I am trying to understand the rationale behind this. I mean, i can't see any reasons from a user perspective for decon+ghost in the first place except maybe the (really rare) case when you have some trash inside a chest and it will prevent requests to be fulfilled or something ...
- Mon Nov 17, 2025 7:00 pm
- Forum: Duplicates
- Topic: [2.0.72] when you replace a chest with a storage chest which have a filter it gets deconstructed
- Replies: 3
- Views: 286
[2.0.72] when you replace a chest with a storage chest which have a filter it gets deconstructed
That said. I sometimes use storage chest with a filter in my malls, so you can avoid overproduction, because if you decon something it returns to a dedicated storage chest, not random one. I can actually understand current behavior, it was an easy fix to cleanup a chest before place a filtered ...
- Wed Oct 29, 2025 8:02 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint parametrization of item tier
- Replies: 1
- Views: 535
Re: Blueprint parametrization of item tier
I'd like to have that too.
- Tue Apr 15, 2025 12:30 am
- Forum: Ideas and Suggestions
- Topic: Smarter Armor Behavior on Quickbar / Swapping armors / Manage item spilling when swapping armor
- Replies: 12
- Views: 7061
Re: Smarter Armor Behavior on Quickbar / Swapping armors / Manage item spilling when swapping armor
I also would like to have some command to at least cycle over my armors. It would be also extremely nice to have some record about the last equipped armor before you was killed to put on exactly the same one when you pick your body. Because i literally always put on the wrong armor unless i take ...
- Tue Apr 15, 2025 12:12 am
- Forum: Not a bug
- Topic: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
- Replies: 7
- Views: 1844
Re: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
lol. very nasty and evil, also discovered recently)
This way someone can steal literally anything not just an armor. But i guess it was made for the sake of consistency. My particular use case that justifies that: sometimes i equip tanks/spidertrones with exos/shields/etc while have something in my ...
This way someone can steal literally anything not just an armor. But i guess it was made for the sake of consistency. My particular use case that justifies that: sometimes i equip tanks/spidertrones with exos/shields/etc while have something in my ...
- Mon Apr 14, 2025 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Enable an "Anything" icon to the alarm of Programmable Speaker
- Replies: 3
- Views: 1054
Re: Enable an "Anything" icon to the alarm of Programmable Speaker
Always wanted something similar. And came to almost the same idea. So a speaker could have a switch which makes it's text field parameterized, and then some of icons could have special meaning such as [virtual-signal=signal-everything] / [virtual-signal=signal-each] / [virtual-signal=signal-anything ...
- Tue Apr 08, 2025 5:14 pm
- Forum: Wiki Talk
- Topic: Radars are no longer military targets
- Replies: 8
- Views: 3026
Re: Radars are no longer military targets
any chance that this flag could be controlled via scripting? i was playing fish defense map where old behavior was good to distract spitters while turrets stay relatively untouched.
- Wed Apr 02, 2025 9:45 pm
- Forum: Ideas and Suggestions
- Topic: Smart rotation while dragging underground pipes
- Replies: 1
- Views: 484
Re: Smart rotation while dragging underground pipes
When i discovered fast rotation for a belt under construction it was a big game changer. I'd like to see it for pipes too.
- Wed Apr 02, 2025 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Idea: Mark Drill etc. for Deconstruction Conditionally
- Replies: 5
- Views: 913
Re: Idea: Mark Drill etc. for Deconstruction Conditionally
While original idea looks like a very specific use case, i always wanted at least a deconstruction planner with a possibility to remove the drills which have no resources underneath.
- Tue Apr 01, 2025 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Make live display of other player's cursor position optional
- Replies: 4
- Views: 1176
Re: Make live display of other player's cursor position optional
Super annoying when you are trying to figure out if it's a spiderton of the enemy or just watchers.
The feature itself is too invasive to not have a posibility to disable.
The feature itself is too invasive to not have a posibility to disable.
- Sun Mar 30, 2025 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Increase Character Limit of Blueprint Description Textbox
- Replies: 2
- Views: 749
Re: Increase Character Limit of Blueprint Description Textbox
Looks too restrictive for me too, please fix this. Also icons take too much space (like few dozens characters per icon) you can easily exceed blueprint title limit, so you'll see like
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[item=...- Fri Jan 05, 2024 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Copy/paste between constant combinators and requester chests
- Replies: 1
- Views: 1488
Re: Copy/paste between constant combinators and requester chests
i'd vote this up