[Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
Moderator: ickputzdirwech
[Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
Bluebrints and books are obviously something should be allowed to be kept in the inventory when boarding the rocket. I have permanent blueprints that delete cliffs and delete rocks+trees, I keep them on the hotbar. Same with blueprints that are used more or less frequently, like my tileable miner setup, spaced roboports and solar panels. It's a hassle if I want to move to a different planet.
Same with armors. It's a know practice to have one power armor for building and one for fighting. It makes it very inconvenient to travel.
Same with armors. It's a know practice to have one power armor for building and one for fighting. It makes it very inconvenient to travel.
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Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
Agree for virtual items, disagree for armor.
Armor is a real item which has to be crafted and does something unique and direct. Also, it has a recipe. If you were allowed to take armor in your inventory, you could:
1. load inventory with armor
2. take off in spaceship
3. land on fulgora
4. recycle all armors
5. profit
Meanwhile, blueprints, copper and circuit wires, and remotes are all virtual/abstract items (https://factorio.com/blog/post/fff-379) which can be created and deleted at will. I could easily stash all my blueprints in my library and delete wires, but that's unnecessary hassle since i can just recreate them on the other side.
I'd suggest removing the armor part of the suggestion and renaming it to "Allow abstract items in inventory when boarding rockets" or similar.
Armor is a real item which has to be crafted and does something unique and direct. Also, it has a recipe. If you were allowed to take armor in your inventory, you could:
1. load inventory with armor
2. take off in spaceship
3. land on fulgora
4. recycle all armors
5. profit
Meanwhile, blueprints, copper and circuit wires, and remotes are all virtual/abstract items (https://factorio.com/blog/post/fff-379) which can be created and deleted at will. I could easily stash all my blueprints in my library and delete wires, but that's unnecessary hassle since i can just recreate them on the other side.
I'd suggest removing the armor part of the suggestion and renaming it to "Allow abstract items in inventory when boarding rockets" or similar.
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Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
By the way, if you want to take multiple armors with you on a platform, you absolutely can. Just launch them up in separate rockets just like you would a tank or car.
Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
It is already possible to do this by storing blueprints in the 'game blueprints' section (press B to open that menu) and then putting the blueprint from there onto your hotbar. That way, the hotbar links to your blueprint storage rather than your inventory.
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Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
I wasn't aware of this, thanks! Will be using it in the near future.myridium wrote: ↑Wed Oct 30, 2024 11:31 pm It is already possible to do this by storing blueprints in the 'game blueprints' section (press B to open that menu) and then putting the blueprint from there onto your hotbar. That way, the hotbar links to your blueprint storage rather than your inventory.
That being said, I still think abstract items should be allowed, especially since they aren't trashed automatically by "trash unrequested".
Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
Yeah, the abstract items thing is a bit of an oddity. I'm not sure how the other items work, but in the case of blueprints I suppose you could consider the hotbar a 'link' to the item, and the blueprint being a real item if in your inventory, and an abstract item if linked to the game blueprints section.Byrnorthil wrote: ↑Wed Oct 30, 2024 11:47 pmI wasn't aware of this, thanks! Will be using it in the near future.myridium wrote: ↑Wed Oct 30, 2024 11:31 pm It is already possible to do this by storing blueprints in the 'game blueprints' section (press B to open that menu) and then putting the blueprint from there onto your hotbar. That way, the hotbar links to your blueprint storage rather than your inventory.
That being said, I still think abstract items should be allowed, especially since they aren't trashed automatically by "trash unrequested".
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Upgrade and Deconstruction Planners Allowed in Rockets
Upgrade and Deconstruction Planners should be allowed in Rockets so new ones don't have to be made to every new planet you visit!
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Re: Upgrade and Deconstruction Planners Allowed in Rockets
Can't you use the blueprint library to share them easily?
Re: Upgrade and Deconstruction Planners Allowed in Rockets
It's silly that blueprints, upgrade planners, and deconstruction planners count as items for the purposes of whether your inventory is empty for the purposes of riding a rocket. Yes, you can put them in the global blueprint library, but by default if you make a new blueprint/upgrade planner/deconstruction planner and stick it in your toolbar, a copy ends up in your inventory.
Re: Upgrade and Deconstruction Planners Allowed in Rockets
They do go in rockets though
Or were you referring to them being allowed in the player inventory when traveling to a space station?- IsaacOscar
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Re: Upgrade and Deconstruction Planners Allowed in Rockets
Duplicate of 118286
Personally, if I was designing the game, I would have blueprints weight nothing, and have zero-weight items ignored when you travel to another planet.
I'd also have the game check the total weight of your equipment + inventory when travelling. But I guess that's more complicated.
Oh, and allow making higher quality rockets that can carry more.
Personally, if I was designing the game, I would have blueprints weight nothing, and have zero-weight items ignored when you travel to another planet.
I'd also have the game check the total weight of your equipment + inventory when travelling. But I guess that's more complicated.
Oh, and allow making higher quality rockets that can carry more.
Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
[Koub] Merged into an older thread with a similar suggestion.
Koub - Please consider English is not my native language.
Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
+1 for me - blueprints/deconstruction planners / upgrade planners / other items should be allowed in inventory when boarding a rocket...
Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
1. store blueprints in Game blueprints, not in inventory. this also save inventory space.
2. if we need more armor, just launch more rocket-
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Space Age - Allow planners to be carried into rockets
Currently [2.0.26] rockets only allow empty weapons and armor to be carried into rockets, but I feel it would make sense to allow planners (blueprints, decon, and upgrade) to be carried in as well. They don't recycle into anything, and you can put them into the blueprint library up in the corner, but that's an extra step that is needed to be done before hopping into a rocket.
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Re: Space Age - Allow planners to be carried into rockets
The issue with this idea is: the Character’s inventory is Unavailable while “in Space”, so these Planners would be unavailable for use until you have Dropped to Planet. I think the intent here is to FORCE you to move these into the Blueprint Library.
Tangentially, it is possible to create a new Blueprint item while In Space, and then put it into your Character’s Inventory (via “Q” key). It will be un-findable until you return to a Planet’s surface.
I think a smarter change would be to Disallow “non entity” items from being put into Inventory at all - only into the Blueprint books. But, that would cause a lot of workflow problems because “this is how it has always worked”. Sometimes there are no Good solutions.
Tangentially, it is possible to create a new Blueprint item while In Space, and then put it into your Character’s Inventory (via “Q” key). It will be un-findable until you return to a Planet’s surface.
I think a smarter change would be to Disallow “non entity” items from being put into Inventory at all - only into the Blueprint books. But, that would cause a lot of workflow problems because “this is how it has always worked”. Sometimes there are no Good solutions.
Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
[Koub] Merged into an older thread with the same suggestion.
Koub - Please consider English is not my native language.
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Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
Strongly agree, I hope this is prioritized as a QoL change! It's super annoying to lose blueprints if you don't use them in specific ways (I didn't realize the difference between blueprints from books don't count, maybe "temp" blueprints and upgrade planners should get sent to a personal book automatically so we don't lose them entirely when deleting them to board the rocket?)