[0.15.2] filters etc. not set when player places ghost

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factoriouzr
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[0.15.2] filters etc. not set when player places ghost

Post by factoriouzr »

Recipes not set on assembling machine, requests on requester chest, filters on inserters, conditions on inserters etc when a player places entity over blueprint ghost.

Especially without early automated construction, it would be really nice to be able to place down a blueprint and then manually place the required entity over the ghost and have it fill in all the parameters from the ghost entity.

Ie. if the player places the required item, or a compatible item (eg. different inserter) over it's ghost, the ghost should configure the item placed, just as if robots would have placed the entity.

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Re: [0.15.2] filters etc. not set when player places ghost

Post by Klonan »

Thanks for the report,

However this isn't a bug,
So i have moved this to ideas and suggestions

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Re: [0.15.2] filters etc. not set when player places ghost

Post by factoriouzr »

Klonan wrote:Thanks for the report,

However this isn't a bug,
So i have moved this to ideas and suggestions
Yeah I realized that after I posted it, so I made one there too. Couldn't delete this one though.

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Re: [0.15.2] filters etc. not set when player places ghost

Post by Itori »

Wanted to make the exact same proposal :)

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Re: [0.15.2] filters etc. not set when player places ghost

Post by factoriouzr »

Any update on this? Is this going to be fixed in 0.17?

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Re: [0.15.2] filters etc. not set when player places ghost

Post by Rseding91 »

factoriouzr wrote:
Mon Nov 12, 2018 12:16 pm
Any update on this? Is this going to be fixed in 0.17?
It's already a thing since 0.16.0.

You seem to be going over random posts from 2016 asking if they're going to be in 0.17 like you haven't even played 0.16 where most of them are already in 0.16.
If you want to get ahold of me I'm almost always on Discord.

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Re: [0.15.2] filters etc. not set when player places ghost

Post by factoriouzr »

Rseding91 wrote:
Mon Nov 12, 2018 3:06 pm
factoriouzr wrote:
Mon Nov 12, 2018 12:16 pm
Any update on this? Is this going to be fixed in 0.17?
It's already a thing since 0.16.0.

You seem to be going over random posts from 2016 asking if they're going to be in 0.17 like you haven't even played 0.16 where most of them are already in 0.16.
Sorry about that. I did play 0.17 a lot, but I guess I didn't try this scenario again.

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Re: [0.15.2] filters etc. not set when player places ghost

Post by Koub »

factoriouzr wrote:
Tue Nov 13, 2018 10:14 pm
I did play 0.17 a lot
I don't think you did :mrgreen:
Koub - Please consider English is not my native language.

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Re: [0.15.2] filters etc. not set when player places ghost

Post by Rseding91 »

Koub wrote:
Wed Nov 14, 2018 6:45 am
factoriouzr wrote:
Tue Nov 13, 2018 10:14 pm
I did play 0.17 a lot
I don't think you did :mrgreen:
Just a typo, it happens and I got what he meant :P
If you want to get ahold of me I'm almost always on Discord.

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Re: [0.15.2] filters etc. not set when player places ghost

Post by bobingabout »

Koub wrote:
Wed Nov 14, 2018 6:45 am
factoriouzr wrote:
Tue Nov 13, 2018 10:14 pm
I did play 0.17 a lot
I don't think you did :mrgreen:
I've played 0.17 a bit.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [0.15.2] filters etc. not set when player places ghost

Post by Oktokolo »

bobingabout wrote:
Thu Nov 15, 2018 8:44 am
I've played 0.17 a bit.
So what do you think about spidertron animations when walking near the coast or stepping over tiny lakes?

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Re: [0.15.2] filters etc. not set when player places ghost

Post by Darinth »

Oktokolo wrote:
Thu Nov 15, 2018 3:09 pm
bobingabout wrote:
Thu Nov 15, 2018 8:44 am
I've played 0.17 a bit.
So what do you think about spidertron animations when walking near the coast or stepping over tiny lakes?
Don't tempt me with rumors of this mythical spidertron... I must know what it does...

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Re: [0.15.2] filters etc. not set when player places ghost

Post by bobingabout »

Oktokolo wrote:
Thu Nov 15, 2018 3:09 pm
bobingabout wrote:
Thu Nov 15, 2018 8:44 am
I've played 0.17 a bit.
So what do you think about spidertron animations when walking near the coast or stepping over tiny lakes?
I haven't played deep enough to know if it is in the game or now, but I suspect since I haven't seen it a technology for it that it probably isn't. Yet.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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