[QoL]Autorotate assembler when next to a suitable fluid inpu
Moderator: ickputzdirwech
Re: [QoL]Autorotate assembler when next to a suitable fluid inpu
What would you want if there were two different fluids arriving at right angle, and your assembling machine was next to both pipes ?
Koub - Please consider English is not my native language.
Re: [QoL]Autorotate assembler when next to a suitable fluid inpu
He is suggesting auto-rotating after choosing a recipe, so if there are 2 different fluid, it should pick the correct fluid. (If there are 2 different sources of the correct fluid, then picking either would still be an improvement over no rotation, provided the player could manually rotate the assembler if they wanted to use the other source).
Re: [QoL]Autorotate assembler when next to a suitable fluid inpu
Check which fluid is correct for the selected recipe, and rotate accordingly. (Obviously this works only when pipes are not empty)Koub wrote:What would you want if there were two different fluids arriving at right angle, and your assembling machine was next to both pipes ?
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Re: [QoL]Autorotate assembler when next to a suitable fluid inpu
-1SuperSulc wrote:Check which fluid is correct for the selected recipe, and rotate accordingly. (Obviously this works only when pipes are not empty)Koub wrote:What would you want if there were two different fluids arriving at right angle, and your assembling machine was next to both pipes ?
This mechanic is too opaque to the player in the first place, we're talking about rotating a machine while the player can't even see it because it's hidden behind the recipe selection screen. Let alone with automatic decision making to which of several pipes to connect.
And what if this automatic rotation would cause the fluid output to connect to an empty pipe? (chem plants are assemblers too)
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Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: [QoL]Autorotate assembler when next to a suitable fluid inpu
So long as all the inputs/outputs of a recipe have to be the same maybe make it allow inputs/outputs to all sides, it doesn't trivialise the problem any further than it already is and it actually makes for some interesting edge cases where you don't want pipes that otherwise could just run past assemblers to connect to them *shrugs*
My Mod ideas - https://forums.factorio.com/forum/vie ... 49#p107558