Difficult to add modules to machines with recipes having the same modules as ingredient
Posted: Fri Feb 17, 2023 6:50 am
At the moment it's really cumbersome to add modules when these are ingredients at the same time.
In vanilla, this issue only applies to the speed/efficiency modules, which might not be a big issue, but some mods (PyAlienLife for example) use modules as ingredients on a regular basis.
So if I start with an empty assembling machine (or a lot of them) like this there isn't really a way to insert 4 speed-1 modules without opening each assembling machine individually.
Status quo:
- Taking a stack from my inventory and Ctrl-clicking the assembling machine inserts all 50 modules as ingredients, the second time inserts another 44 modules as ingredients and only the third time inserts 4 modules as modules
- Opening an assembling machine and Shift-clicking on a stack of modules in my inventory follows the same pattern
- Dropping single item (using Y key per default) follows the same pattern
Things I could do as workaround:
- Open each assembling machine by hand, take a stack of modules and click on all 4 module slots. That's very tedious.
- Remove all assembling machines, build 1 by hand, add modules, copy&paste, let construction bots do their job. These behave as I expect them to - insert modules first. But I'd rather like to not start from scratch.
- Ctrl-click & drag over all assembling machines 3 times. In the end this fills all module slots. Unfortunately this requires a lot of modules (98 per machine instead of 4 per machine). And if machines are working while dragging it's possible that you'd need to drag another time.
- Remove the recipe from all assembling machines, Ctrl-click & drag over all assembling machines, reassign recipes. Tedious, and I end up with a lot of ingredients in my inventory.
I'm not really happy with any workaround. All have drawbacks, in some mods might not even be possible. For example construction bots might be really late in some overhaul mods.
Expected behavior:
Ctrl-clicking, Shift-clicking and dropping single items fill module slots first. So I can take a stack of modules from my inventory and Ctrl-click & drag over all assembling machines once and all module slots are filled.
I do like the current behavior, that a single click does NOT insert into two different inventories at once. So Ctrl-clicking the first time should only fill the module slots. Ctrl-clicking a second time with full module slots should insert as much of the stack as possible as ingredients.
Related topics:
The insert method currently works using the same (IMHO wrong) priority of inventories. It should fill into module slots first.
Some mods rely on this method, e.g. Nanobots where I have opened a bug as well. The Nanobots mod especially ideally would not rely on the insert method at all and instead replicate the construction bot behavior as best as possible. Maybe you could share the priority of those, so that mod authors can replicate it.
It's really difficult to upgrade said recipe from assembling-machine-2 to assembling-machine-3. If I start with AM2 having 2 module slots and want to upgrade to AM3 having 4 module slots I can use an upgrade planner to upgrade the machine, but not to add modules. After upgrading I'm stuck with this bug and can't easily insert the last 2 modules. I even can't use construction bots because I can't copy&paste an AM3 with 4 modules over the AM3 with 2 modules. Unfortunately there is a real need for mods like Module Inserter. I expect that the described copy&paste adds an item request proxy with the missing 2 modules to the existing machines.
In vanilla, this issue only applies to the speed/efficiency modules, which might not be a big issue, but some mods (PyAlienLife for example) use modules as ingredients on a regular basis.
So if I start with an empty assembling machine (or a lot of them) like this there isn't really a way to insert 4 speed-1 modules without opening each assembling machine individually.
Status quo:
- Taking a stack from my inventory and Ctrl-clicking the assembling machine inserts all 50 modules as ingredients, the second time inserts another 44 modules as ingredients and only the third time inserts 4 modules as modules
- Opening an assembling machine and Shift-clicking on a stack of modules in my inventory follows the same pattern
- Dropping single item (using Y key per default) follows the same pattern
Things I could do as workaround:
- Open each assembling machine by hand, take a stack of modules and click on all 4 module slots. That's very tedious.
- Remove all assembling machines, build 1 by hand, add modules, copy&paste, let construction bots do their job. These behave as I expect them to - insert modules first. But I'd rather like to not start from scratch.
- Ctrl-click & drag over all assembling machines 3 times. In the end this fills all module slots. Unfortunately this requires a lot of modules (98 per machine instead of 4 per machine). And if machines are working while dragging it's possible that you'd need to drag another time.
- Remove the recipe from all assembling machines, Ctrl-click & drag over all assembling machines, reassign recipes. Tedious, and I end up with a lot of ingredients in my inventory.
I'm not really happy with any workaround. All have drawbacks, in some mods might not even be possible. For example construction bots might be really late in some overhaul mods.
Expected behavior:
Ctrl-clicking, Shift-clicking and dropping single items fill module slots first. So I can take a stack of modules from my inventory and Ctrl-click & drag over all assembling machines once and all module slots are filled.
I do like the current behavior, that a single click does NOT insert into two different inventories at once. So Ctrl-clicking the first time should only fill the module slots. Ctrl-clicking a second time with full module slots should insert as much of the stack as possible as ingredients.
Related topics:
The insert method currently works using the same (IMHO wrong) priority of inventories. It should fill into module slots first.
Some mods rely on this method, e.g. Nanobots where I have opened a bug as well. The Nanobots mod especially ideally would not rely on the insert method at all and instead replicate the construction bot behavior as best as possible. Maybe you could share the priority of those, so that mod authors can replicate it.
It's really difficult to upgrade said recipe from assembling-machine-2 to assembling-machine-3. If I start with AM2 having 2 module slots and want to upgrade to AM3 having 4 module slots I can use an upgrade planner to upgrade the machine, but not to add modules. After upgrading I'm stuck with this bug and can't easily insert the last 2 modules. I even can't use construction bots because I can't copy&paste an AM3 with 4 modules over the AM3 with 2 modules. Unfortunately there is a real need for mods like Module Inserter. I expect that the described copy&paste adds an item request proxy with the missing 2 modules to the existing machines.