upgrade blueprint for zero -> modules

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Post Reply
blazespinnaker
Filter Inserter
Filter Inserter
Posts: 665
Joined: Wed Sep 16, 2020 12:45 pm
Contact:

upgrade blueprint for zero -> modules

Post by blazespinnaker »

Right now it's a bit of a pain for inserting modules into entities when it starts from nothing as you have to deconstruct them first. At the very least it'd be nice to shift paste modules via blueprint.
OptimaUPS Mod, pm for info.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: upgrade blueprint for zero -> modules

Post by ssilk »

I also recommend the module inserter mod.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

blazespinnaker
Filter Inserter
Filter Inserter
Posts: 665
Joined: Wed Sep 16, 2020 12:45 pm
Contact:

Re: upgrade blueprint for zero -> modules

Post by blazespinnaker »

alas, the problem with mods is can't officially speedrun with them. Silly I know!
OptimaUPS Mod, pm for info.

User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1614
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: upgrade blueprint for zero -> modules

Post by jodokus31 »

+1 I'd really something like this to be vanilla. This is one of the few things, that need to be done manually with real items f.e. in a Brave New World scenario, your god character can place modules, because it's not possible otherwise

I mean, of course, i could create some blueprints of assemblers with empty recipe and different modules.

the modules inserter mod was a bit buggy last time (some month ago), maybe i have to try it again...

User avatar
Taneeda
Long Handed Inserter
Long Handed Inserter
Posts: 59
Joined: Tue May 30, 2017 9:25 am
Contact:

Re: upgrade blueprint for zero -> modules

Post by Taneeda »

+1

Absolutely, one of the last annoying things need to be done manually. Usually my character stands at the same point and I unstruct the robots from map view. In this case I must use Cut/Paste as workaround :/

Thx for the mod hint, didn't knew this, I will give it a try BUT I agree that something like that should be in vanilla.
Shit happens, don't worry, keep happy

User avatar
NotRexButCaesar
Smart Inserter
Smart Inserter
Posts: 1122
Joined: Sun Feb 16, 2020 12:47 am
Contact:

Re: upgrade blueprint for zero -> modules

Post by NotRexButCaesar »

I am sure I have seen a suggestion for this before.
—Crevez, chiens, si vous n'étes pas contents!

User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1614
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: upgrade blueprint for zero -> modules

Post by jodokus31 »

AmericanPatriot wrote:
Tue Dec 22, 2020 6:35 pm
I am sure I have seen a suggestion for this before.
Yes, for instance, I guess the mods get lazy (no insulting meaning, just fun) to merge it again and again ;)
viewtopic.php?f=6&t=91738&hilit=modules
viewtopic.php?f=6&t=88977&hilit=modules
viewtopic.php?f=6&t=68089&hilit=modules

Koub
Global Moderator
Global Moderator
Posts: 7257
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: upgrade blueprint for zero -> modules

Post by Koub »

Yeah there are many suggestions revolving around the need of adressing some issues with mass module management, in different conditions, like directly from the map view, or from "no module" to "one module", or only change the second module from one type to another, ...
If I got to merge all the threads, I fear it would make things unreadable. I'm fine merging when I get twice exactly the same suggestion, or different suggestions for exactly the same issue, which is not exactly the case - or maybe I missed something, which can happen, especially recently where my day job is even more time and brain consuming than usual XD.
Koub - Please consider English is not my native language.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: upgrade blueprint for zero -> modules

Post by ssilk »

Same with me.
It would be so much easier, when the devs would implement things faster. :D

It takes a serious amount of time to get an overview about such a non-complex subject as viewtopic.php?f=6&t=93413 Epilepsy inducing screen effects

You need to find the right search words (is it flashing or blinking?), several tries, search over 100 found articles in total, select the relevant sounding ones (about 20) and need to look for each thread, if it matches really the subject. Also looking around for more links and into modding portal. ... It’s much easier to create a new suggestion, then to look into the old ones and see, what’s matching and what’s not. :)

That’s for a simple example. But this one... this is complex: there are many of articles around blueprints and modules and they differ sometimes only in small details.

And I also have strong feelings about this: I really won’t change module configuration by blueprints only. I want to have a separate handling, like the module-inserter mod. And in the end I want to automate that even more: I want some entity, that can change the modules in the surrounding and that I can control this via signals.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1614
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: upgrade blueprint for zero -> modules

Post by jodokus31 »

Koub wrote:
Tue Dec 22, 2020 11:32 pm
ssilk wrote:
Wed Dec 23, 2020 6:34 am
You are doing a great job :!: :) If not, I wouldn't do so silly jokes :P
Merry Christmas

Post Reply

Return to “Ideas and Suggestions”