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Player inventory: requester/provider switchable

Posted: Fri Sep 13, 2013 7:26 am
by ssilk
According to the other suggestion ( https://forums.factorio.com/forum/vie ... 8849#p8849 ) I suggest, that the players inventory - when researched for logistics too - has more controls.

1. Turn off logistics.
This switch is useful, before you go in the wilderness, so that the logistic bots don't follow you (and get destroyed). Back in the factory turn it on.

2. Each requester slot works also as provider.
That means, that if more than the requested stuff is in the inventory, it is provided. I mean that could be useful: provide alien eggs, provide too much wood, provide ore you catched up from ground... Helps to keep the inventory clear. Requesting 0 means providing all.

Eventually this feature has to be switched on for every item extra?

Re: Player inventor requester switchable

Posted: Fri Sep 13, 2013 9:31 am
by rk84
Mayby the slider could have 0 (provide all?) in center, values to left as in how many you keep and values to right request.

Re: Player inventory: requester/provider switchable

Posted: Fri Sep 13, 2013 6:05 pm
by ssilk
I think that would be useful. Yes.

Re: Player inventory: requester/provider switchable

Posted: Sat Sep 14, 2013 2:02 am
by n9103
Seems that it would require too much micromanagement if there was a need for the player to tell the system *not* to take something from them.
Perhaps a checkbox for each logistic slot that would make that slot's item-type be a Provider for items over current value?

Code: Select all

[   ][   ][   ][   ][   ]
[]============
( )Provide items over this
   amount to Logistic Network

Re: Player inventory: requester/provider switchable

Posted: Sat Sep 14, 2013 7:57 am
by ssilk
That was my first idea. I don't know how this works in the game, what the most practical use and in such cases it is useful to implement in a first version a way which is most flexible, but also not very intuitive/easy. I dunno. I think the devs read it and do their job if they like it... ;)