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Filter Miners

Posted: Tue Oct 29, 2024 8:43 am
by Biometrix
Please? It would be extremely useful for Big Miners, as the range is prohibitive if you don't carefully place them (and with "oblique" ore patch sizes, it's sometimes difficult).

I don't want to use non-"official vanilla/dev" mods, and I don't want to put inserters in my large lane balancers.

Re: Filter Miners

Posted: Tue Oct 29, 2024 9:24 am
by boskid
Modding this should be easy, about 1 line of code that would change https://lua-api.factorio.com/2.0.12/pro ... lter_count on one of the existing drills. I added the ability to filter resources to drills during 2.0 development however it was rejected from being included in the base game so i left it available for mods to use.

Re: Filter Miners

Posted: Tue Oct 29, 2024 9:34 am
by Biometrix
Ah, why was it rejected? It would be extremely, incredibly, useful and wouldn't impact the game all that much? I just don't want that one random copper spot to gum up my iron array setup.

No worries, that's respectable, and being a dev myself I wouldn't want people to try and argue with me for suggestions for my game.

Re: Filter Miners

Posted: Tue Oct 29, 2024 9:41 am
by boskid
Originally i made the ability to filter resources because i predicted big mining drills may be often overlapping multiple resources so it would be annoying, however a decision was made in the absolutely opposite direction, big mining drill is huge brutal drill that rips earth apart and if able would pull nearby animals in and would grind them inside of its cutting head so whatever resources are nearby it should collect them regardless of any filters.... and so the ability to filter resources was rejected from base game.

Re: Filter Miners

Posted: Tue Oct 29, 2024 9:50 am
by Biometrix
And what about for Electric Mining Drills, that "one random copper" or "one random stone."

I don't mean to argue, just curious what went on in the game design discussion.