Another vote from me in favor of this. It feels almost broken that the chests don't allow for turning on their "enable" condition like I can do for inserters or assemblers. Hope this gets added in the future.
This wouldn't be something possible to enable with mods, would it?
Search found 19 matches
- Sat May 17, 2025 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Add "Connect To Logistic Network" To Requester Chests
- Replies: 10
- Views: 1289
- Mon Feb 17, 2025 4:35 pm
- Forum: Not a bug
- Topic: Setting filters on deconstruction planner in-hand (not placed in inventory yet) no longer works
- Replies: 1
- Views: 162
Setting filters on deconstruction planner in-hand (not placed in inventory yet) no longer works
Pre-2.0, I used a mod by raiguard called Blueprint Tools to do the following workflow quite frequently:
Hit ALT+D to start a deconstruction planner
A red button at the top left would appear, allowing you to modify the deconstruction planner in your hand. Clicking it would bring up the UI for ...
Hit ALT+D to start a deconstruction planner
A red button at the top left would appear, allowing you to modify the deconstruction planner in your hand. Clicking it would bring up the UI for ...
- Tue Jan 21, 2025 2:46 am
- Forum: Ideas and Suggestions
- Topic: Allow "Rail Support Foundations" to affect ramps
- Replies: 2
- Views: 391
Allow "Rail Support Foundations" to affect ramps
I have a fairly dense setup on a couple of small Fulgora scrap islands, where the train station just barely fits with a ramp going into the island. To compensate for this, I built a small rail network with a double-headed train (even though I rarely do that), assuming that later down the line the ...
- Tue Jan 21, 2025 12:12 am
- Forum: Ideas and Suggestions
- Topic: Filter Parameter Choices for Shared Blueprint Parameters
- Replies: 1
- Views: 304
Filter Parameter Choices for Shared Blueprint Parameters
Upon placing a parameterized blueprint, if multiple components of that blueprint share the same parameter, the options presented to the user when they click on the box to choose an entity should be limited to the most-restrictive entity that uses that parameter. For example, if an inserter's circuit ...
- Thu Jan 02, 2025 4:10 am
- Forum: Ideas and Suggestions
- Topic: Allow 'q' to pipette values when filling out parameterized blueprint
- Replies: 0
- Views: 160
Allow 'q' to pipette values when filling out parameterized blueprint
I have a parameterized blueprint that required choosing two items. Sometimes, those items can be the same. When filling out the parameters, and I realize that the items can be the same, I select it for the first parameter and then instinctually go to hover over it with my mouse and hit `q` to ...
- Wed Jan 01, 2025 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Parameterization of Logistics Groups
- Replies: 2
- Views: 329
Parameterization of Logistics Groups
I was in the middle of trying to make generic space platforms, and ran into a variety of limitations related to parameterization. The one that I want to discuss here is related to parameters in logistics groups and the logistics groups _names_.
I want to be able to logistics group set as something ...
I want to be able to logistics group set as something ...
- Wed Jan 01, 2025 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.25] Blueprint parameter are not resolved for space platform schedule conditions
- Replies: 2
- Views: 1464
Re: [Kovarex] [2.0.25] Blueprint parameter are not resolved for space platform schedule conditions
Want to note, this also applies to space platform names - parameters either don't seem to work, or I'm just using them incorrectly. Can also confirm that train stations work fine.
- Sun Nov 17, 2024 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
- Replies: 0
- Views: 173
Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
This is a habit I keep finding myself doing: I'm in remote view, I ctrl+f to find something. I hit "Enter" habitually, thinking that that will "commit" my search (think like, you're in your browser, hitting "Enter" commits to the search term). I see things light up on the screen, and I try to WASD ...
- Mon Nov 11, 2024 2:05 am
- Forum: Ideas and Suggestions
- Topic: Allow mathematical operations when filling out blueprint parameters that are meant to be numeric values
- Replies: 0
- Views: 216
Allow mathematical operations when filling out blueprint parameters that are meant to be numeric values
TL;DR
In 2.0, the ability to perform multiplication/division/etc. was added when setting constants - when placing a blueprint that has parameters that are constants, it would be great if they also supported mathematical operations.
Why?
It feels natural for this to be supported. In fact, I ...
In 2.0, the ability to perform multiplication/division/etc. was added when setting constants - when placing a blueprint that has parameters that are constants, it would be great if they also supported mathematical operations.
Why?
It feels natural for this to be supported. In fact, I ...
- Fri Nov 08, 2024 2:15 am
- Forum: Ideas and Suggestions
- Topic: Search installed mods by author (in game)
- Replies: 3
- Views: 1240
Re: Search installed mods by author (in game)
With 2.0, the mod portal in-game is better than ever before - but unfortunately, it still does not have this feature :( would still be great!
I especially like doing this when I find a mod that is great, usually that author's other mods are also great so it's just a no-brainer to search for that ...
I especially like doing this when I find a mod that is great, usually that author's other mods are also great so it's just a no-brainer to search for that ...
- Tue Nov 05, 2024 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)
- Replies: 26
- Views: 5235
Re: [2.0.11] Gleba enemies freeze in place/get Stuck and won't attack
I haven't even went to a new planet yet and am seeing this behavior. I see it when I'm simply "far enough" away from the enemies - when I get in range (I'm not sure what that range is at the moment) the biters become "active".
I think the whole time the enemies are indeed working and are being shot ...
I think the whole time the enemies are indeed working and are being shot ...
- Wed Oct 23, 2024 12:52 pm
- Forum: Assigned
- Topic: [Lou][2.0.9]Tooltip is not shown when placing burner miner when "Entity tooltip on the side" is disabled
- Replies: 2
- Views: 354
- Wed Oct 23, 2024 1:10 am
- Forum: Assigned
- Topic: [Lou][2.0.9]Tooltip is not shown when placing burner miner when "Entity tooltip on the side" is disabled
- Replies: 2
- Views: 354
[Lou][2.0.9]Tooltip is not shown when placing burner miner when "Entity tooltip on the side" is disabled
I just discovered the "Entity tooltips on the side" setting and noticed that, if you disable it, the tooltip is not shown when you are placing miners on a patch. I often refer to this information to make sure that I'm not mixing resources on the starter patches that often are on top of one another ...
- Fri Oct 28, 2022 6:23 pm
- Forum: Ideas and Suggestions
- Topic: Add support to search by keybinding when browsing "Controls Settings"
- Replies: 2
- Views: 806
Add support to search by keybinding when browsing "Controls Settings"
Even with the base game, it can be difficult to know what keybinding is supposed to trigger what. As such, I would like to be able to search for keybindings explicitly, either via an explicit button at the top of the keybindings view or have the filtering engine "switch" to that method of search ...
- Sun Aug 30, 2020 8:53 pm
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 17892
Re: [Request] Chest, Warehouse and Trash dump sprites
I must say, this would be fantastic if there was an update to the sprites. The warehouse in particular looks really out of place in the current version of the game 
The only thing I can offer is my encouragement though, would be awesome to see this updated

The only thing I can offer is my encouragement though, would be awesome to see this updated
- Thu Mar 19, 2020 1:43 am
- Forum: Not a bug
- Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
- Replies: 12
- Views: 6689
Re: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
Okay then that wasn't immediately intuitive to me as far as a removal of functionality goes. One day it was there and the next it wasn't, with (seemingly?) no explanation. It appears that, with the save I have, that button isn't even available until I get further along with research (creating ...
- Wed Mar 18, 2020 7:07 am
- Forum: Not a bug
- Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
- Replies: 12
- Views: 6689
Re: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
Thanks! I'll give it a shot and let you know if it works.
- Wed Mar 18, 2020 6:36 am
- Forum: Not a bug
- Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
- Replies: 12
- Views: 6689
Re: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
I'm on 10.15.3. How do I offload my save so that I don't have to start over?
- Wed Mar 18, 2020 4:58 am
- Forum: Not a bug
- Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
- Replies: 12
- Views: 6689
[0.18.13] Blueprint menu completely empty (macOS 10.15.3)
At first I thought this was an issue with a mod or with my particular world, so I unchecked all mods and started a fresh new map. Still, the blueprint menu is empty; no options to create new blueprints/deconstruction plans/etc.
This is on macOS 10.15.3; not sure what to do about this. I have ...
This is on macOS 10.15.3; not sure what to do about this. I have ...