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

Posted: Wed Apr 26, 2017 9:26 am
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.

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

Posted: Wed Apr 26, 2017 9:29 am
by Klonan
Thanks for the report,

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

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

Posted: Wed Apr 26, 2017 9:38 am
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.

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

Posted: Thu Apr 27, 2017 12:24 pm
by Itori
Wanted to make the exact same proposal :)

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

Posted: Mon Nov 12, 2018 12:16 pm
by factoriouzr
Any update on this? Is this going to be fixed in 0.17?

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

Posted: Mon Nov 12, 2018 3:06 pm
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.

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

Posted: Tue Nov 13, 2018 10:14 pm
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.

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

Posted: Wed Nov 14, 2018 6:45 am
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:

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

Posted: Wed Nov 14, 2018 10:22 am
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

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

Posted: Thu Nov 15, 2018 8:44 am
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.

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

Posted: Thu Nov 15, 2018 3:09 pm
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?

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

Posted: Thu Nov 15, 2018 4:01 pm
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...

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

Posted: Fri Nov 16, 2018 8:46 am
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.