Empty Module Slots and Upgrade Planner - Let's Talk
Moderator: ickputzdirwech
Empty Module Slots and Upgrade Planner - Let's Talk
Has this ever happened to you?
Imagine, you want to remotely upgrade some miners, assemblers, etc., and you just can't.
What is my suggestion?
We should have a NULL Module marker added to the vanilla game. So we can use it on upgrade planner to add/remove modules to/from entities.
Also we have a similar problem with blueprints as well. When we place a blueprint on top of an existing one with different module setup, module slots on the blueprint are ignored.
Only way to overcome this problem is to delete existing entities and place the same blueprint again with modules included.
Imagine, you want to remotely upgrade some miners, assemblers, etc., and you just can't.
What is my suggestion?
We should have a NULL Module marker added to the vanilla game. So we can use it on upgrade planner to add/remove modules to/from entities.
Also we have a similar problem with blueprints as well. When we place a blueprint on top of an existing one with different module setup, module slots on the blueprint are ignored.
Only way to overcome this problem is to delete existing entities and place the same blueprint again with modules included.
Re: Empty Module Slots and Upgrade Planner - Let's Talk
I would love to see something like this. As it stands today, you have to place one and blueprint the rest. Not so easy when you're working remotely.
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- Manual Inserter
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Re: Empty Module Slots and Upgrade Planner - Let's Talk
Very related :
viewtopic.php?f=6&t=68089
viewtopic.php?f=6&t=68089
Koub - Please consider English is not my native language.
Re: Empty Module Slots and Upgrade Planner - Let's Talk
Please, for the love all that is holy, add this. This is maybe one of the most frustrating remaining quality of life things left in Factorio, and gets in the way of quick gameplay.
Re: Empty Module Slots and Upgrade Planner - Let's Talk
Tha would be a nice feature. I would love to setup miners and later add modules when I get them
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Re: Empty Module Slots and Upgrade Planner - Let's Talk
Support! The tedium of module replacement is why I ignore modules and beacons until I get module 3s. If it were easy to do, I would be hard pressed to give any more excuses.
Re: Empty Module Slots and Upgrade Planner - Let's Talk
Would be nice to be able to switch mixed module configurations with other mixed module configurations by using the upgrade planner. So i could switch my early-game 3 x eff1 + 1 x empty to 2 x speed2 + 2 x prod2 on the tier three assemblers after power production scaled up.
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Re: Empty Module Slots and Upgrade Planner - Let's Talk
Since nobody mentioned it, Module Inserter provides a planner specifically for modules and construction robots. I feel it demonstrates the viability of the idea of either the upgrade planner doing them, or a separate, dedicated planner doing them.
Re: Empty Module Slots and Upgrade Planner - Let's Talk
Thanks - definitly one of the must-have QoL mods.slippycheeze wrote: ↑Fri Jul 12, 2019 12:01 amSince nobody mentioned it, Module Inserter provides a planner specifically for modules and construction robots.
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Re: Empty Module Slots and Upgrade Planner - Let's Talk
Since Bp mirroring is vanilla now, there is little reason not having module insertion or removal for the upgrade planner.
Not a new suggestion, but I’m liking OPs mockup.
Not a new suggestion, but I’m liking OPs mockup.
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Allow upgrading "nothing" to a module in the upgrade planner
I think the upgrade planner should support upgrading from "nothing" to a certain module.
This might be a low hanging fruit that is just begging to be implemented.
This functionality will allow the much demanded ability to remotely add modules to machines. For example, a player can create an upgrade planner that upgrades "nothing" to "speed module 3", and then use it on a row of beacons.
Honestly, when I tried the upgrade planner for modules at first I sort of expected it to work like that. That's an indication for me that such capability is intuitive.
It can also work in reverse - downgrade a module to "nothing", to remove modules from machines.
This might be a low hanging fruit that is just begging to be implemented.
This functionality will allow the much demanded ability to remotely add modules to machines. For example, a player can create an upgrade planner that upgrades "nothing" to "speed module 3", and then use it on a row of beacons.
Honestly, when I tried the upgrade planner for modules at first I sort of expected it to work like that. That's an indication for me that such capability is intuitive.
It can also work in reverse - downgrade a module to "nothing", to remove modules from machines.
Last edited by yellowblood on Tue Jun 28, 2022 11:24 am, edited 1 time in total.
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Re: Allow upgrading "nothing" to a module in the upgrade planner
+1
I didn't believe this function wasn't implemented, this is huge help for megabases.
I didn't believe this function wasn't implemented, this is huge help for megabases.
Re: Empty Module Slots and Upgrade Planner - Let's Talk
[Koub] Merged into older thread with same suggestion.
Koub - Please consider English is not my native language.
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Re: Empty Module Slots and Upgrade Planner - Let's Talk
+1. i just ran into this problem and thought of the exact same solution. it seemed so obvious that i was shocked it didn’t work.