[0.16.4] replacing blueprint doesn't fill in the modules
[0.16.4] replacing blueprint doesn't fill in the modules
Placing a gear assembly2 blueprint with 2 productivity modules over a gear assembly2 does nothing.
Re: [0.16.4] replacing blueprint doesn't fill in the modules
I suppose you would like it to make the proxy request to bring modules?
That makes a lot of sense, and saves on the hassle of deconstructing and rebuilding just for the modules
That makes a lot of sense, and saves on the hassle of deconstructing and rebuilding just for the modules
Re: [0.16.4] replacing blueprint doesn't fill in the modules
I want when you force place a blueprint it changes it. see also my other 2 bugs.
When i place my science blueprint at the start (only red and green) alot is not available yet.
everytime I unlock new recipes, I replace the blueprint but some things don't work yet.
When i place my science blueprint at the start (only red and green) alot is not available yet.
everytime I unlock new recipes, I replace the blueprint but some things don't work yet.
Re: [0.16.4] replacing blueprint doesn't fill in the modules
Thanks for the report. At the moment there's no good way for the game to determine if putting the module requester in is what's desired. In most cases it will lead to extra modules being delivered so for now I'm going to leave this as is.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.16.4] replacing blueprint doesn't fill in the modules
Well the fact that a player placed a blueprint with modules over an existing building without modules is pretty much an attempt to tell the game that modules are desired. If he didn't want modules there, then he wouldn't have placed the blueprint or would have used a blueprint without modules.Rseding91 wrote:Thanks for the report. At the moment there's no good way for the game to determine if putting the module requester in is what's desired. In most cases it will lead to extra modules being delivered so for now I'm going to leave this as is.