Key combo for request group for ingredients

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

mmmPI
Smart Inserter
Smart Inserter
Posts: 3885
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: allow droping an item on "add section" to add a request for ingredients

Post by mmmPI »

IsaacOscar wrote: Mon Dec 09, 2024 6:02 am
mmmPI wrote: Sun Dec 08, 2024 4:49 pm
I think that would not work well, because that would create many duplicate request due to item being in multiple groups , placing AM1 would request a set of gears, but placing AM2 would request more gears, adding belts would then request even more gears, all in different group so the amount add up which seem a undesirable behavior be it for assembling machine request or handcrafting or platform request.
But that's exactly what I would want: enough iron gears to make an AM1, an AM2, and some belts, without having to go back at get more materials.
I do believe it wouldn't work well because that would leave you with 3 different request for gears that you would have to manually configure the multiplier according to the suggestion that aim are reducing the tedium for manual request.

I do believe there is no cases where having all those new logistic group per item is desirable, especially if you want to reduce the tedium for manual request.

I still believe the suggestion is aimed for manual crafting given the many player mentionning it.
Hares wrote: Mon Dec 09, 2024 7:06 am +1 on that. So many times I've set up requests group those are exactly crafting recipies, especially for delivering rocket silo materials to other planets.
I think for those purposes it's quite easy to reuse the same logistic group, i have a constant combinator blueprint with the "silo material" request set up, i just copy paste it.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 565
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: allow droping an item on "add section" to add a request for ingredients

Post by Hares »

mmmPI wrote: Mon Dec 09, 2024 9:41 am
Hares wrote: Mon Dec 09, 2024 7:06 am +1 on that. So many times I've set up requests group those are exactly crafting recipies, especially for delivering rocket silo materials to other planets.
I think for those purposes it's quite easy to reuse the same logistic group, i have a constant combinator blueprint with the "silo material" request set up, i just copy paste it.
I saved these groups as named. I just have a number of them :D
User avatar
IsaacOscar
Filter Inserter
Filter Inserter
Posts: 711
Joined: Sat Nov 09, 2024 2:36 pm
Contact:

Re: allow droping an item on "add section" to add a request for ingredients

Post by IsaacOscar »

mmmPI wrote: Sun Dec 08, 2024 4:49 pm I do believe it wouldn't work well because that would leave you with 3 different request for gears that you would have to manually configure the multiplier according to the suggestion that aim are reducing the tedium for manual request.
Still better, if I want the materials for 4 underground belts, I make a logistic group for the underground belts, set the multiplier to 4/2 (since one recipe makes 2 belts), then I make another for transport belts with a multiplier of 2*5 (the 2 being the multiplier of the underground belt group, the 5 is how many transport belts needed for the underground belts). This is annoying yes, but I won't have to do all of that for the iron gears or iron plates if I already have a supply of them and don't need to specifically craft them (which I usually do have some buffer chests with them).

I do believe there is no cases where having all those new logistic group per item is desirable, especially if you want to reduce the tedium for manual request.
mmmPI wrote: Mon Dec 09, 2024 9:41 am I still believe the suggestion is aimed for manual crafting given the many player mentioning it.
Me and you are the only players that brought it up. I apologise if I'm misreading you, but you seem to be saying this like it's a bad thing. I don't see how it is a problem, especially as there are lots of non-manual use cases.
mmmPI wrote: Mon Dec 09, 2024 9:41 am I think for those purposes it's quite easy to reuse the same logistic group, i have a constant combinator blueprint with the "silo material" request set up, i just copy paste it.
Yes of course, but you have to manually set it up each time, which get's annoying if you do this for lots of different crafting recipes/
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 565
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Key combo for request group for ingredients

Post by Hares »

mmmPI
Smart Inserter
Smart Inserter
Posts: 3885
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: allow droping an item on "add section" to add a request for ingredients

Post by mmmPI »

Hares wrote: Mon Dec 09, 2024 10:59 am I saved these groups as named. I just have a number of them :D
I have "silo mats" and "rocket mats" which i use in several games. Otherwise i use the setup i pasted earlier or similar to avoid handcrafting and the tedium of managing the request, or some switching recipe setup.

I think it's not very practical to use many unamed logistic group containing duplicates of the same item for the purpose described of "predictability" as it prevent player from seeing agglomerate request.
Hares wrote: Mon Dec 09, 2024 11:34 am See also: 122109: Use logistic group multiplier when auto-configuring a requester chest
cc: @IsaacOscar, @mmmPI
This one makes more sense to me than relying on the game to guess which recipe to choose when an item having multiple recipe is dropped on the section. It is not providing an incentive to manual crafting which is often a trap for new players as it picks up ingredient from a machine with a set recipe, in doing so it is also much more consistent imo.
IsaacOscar wrote: Mon Dec 09, 2024 11:14 am Me and you are the only players that brought it up. I apologise if I'm misreading you, but you seem to be saying this like it's a bad thing. I don't see how it is a problem, especially as there are lots of non-manual use cases.
The topic was merged with older similar suggestion mentionning explicitly that it would be for handcrafting. I think that's indeed a bad thing, because in factorio you are supposed to automate things, whenever you find yourself doing something repetitive or tedious , imo , one should be asking itself how to automate it or avoid the tedious. And there are ways to do so already that are quite efficient, i think it's a matter of discovering them.

I think when a player ask for easier handcrafting the logical answer is always "you're not supposed to handcraft" , "handcrafting is annoying that's sort of on purpose". That's why you automate things. I find the other suggestion less "bad", although you can achieve already exactly that in game using 1 combinator ! so i can't help thinking that players saying "it's impossible curently" "i can't recall how many times i was forced to do ...." and so on, are saying it because they are unaware of tools that are in game for this purpose. ( or not using them efficently ).
Post Reply

Return to “Ideas and Suggestions”