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Filtered slots on the hotbar excluded as ingredients. ☸

Posted: Sat Jul 12, 2014 11:22 am
by HeilTec
How often have you crafted long armed inserters, forgetting to replenish the stock of regular inserters?
There are so many cases like this, that this behaviour should be added:

:idea: If items are in a filtered slot on the hotbar they should not be used as crafting ingredients.

Re: Filtered slots on the hotbar excluded as ingredients.

Posted: Sat Jul 12, 2014 9:07 pm
by sgk
I don't feel like that's a good idea, I would get annoyed all the time because it takes longer to craft the inserters from raw materials. Maybe as an option.

The solution to forgetting to replenish items are character logistic slots ;)

Suggestionsummary

Posted: Thu Jul 24, 2014 1:19 pm
by ssilk
Not yet useable as suggestion.

There seems to be a need for some players that filtered stacks in the hotbar are handled differently for usage in crafting, but the simple solution is just to re-craft the item in the hotbar, after it is used for crafting, or to use the logistic slots.

Re: Suggestionsummary

Posted: Sat Jul 26, 2014 3:24 pm
by HeilTec
ssilk wrote:(...) just to re-craft the item in the hotbar, after it is used for crafting (...)
I often craft the items first to continue using them while crafting the new.

Re: Filtered slots on the hotbar excluded as ingredients.

Posted: Sat Jul 26, 2014 6:50 pm
by Turtle
sgk wrote:I don't feel like that's a good idea, I would get annoyed all the time because it takes longer to craft the inserters from raw materials. Maybe as an option.

The solution to forgetting to replenish items are character logistic slots ;)
I agree, this would piss me off... a lot. As stated, use character logistics or get in the habit of keeping a stack of often used stuff (such as belts, inserters, etc) in chests from either the belts or directly from machines.

Re: Filtered slots on the hotbar excluded as ingredients.

Posted: Sun Jul 27, 2014 12:58 am
by Khyron
I agree with the others that this solution isn't what I would like for default behavior. But I don't think "just wait until logistics" is a good enough answer either, since logistics is a long way in to the game.

It might be useful to have an alternative crafting mode. This could go two ways.

Method 1: use raw ingredients where possible.
F.eg. Alt+click crafts an item from raw ingredients. I guess it couldn't exclusively be raw ingredients because not everything can be crafted by the player (red chips, engines etc).

Method 2: re-craft any intermediate or finished goods made in this recipe.
F.eg. Alt+click a long arm inserter uses a regular inserter you have in your inventory but also adds a regular inserter to the crafting queue and so on for chips and wires.

Re: Filtered slots on the hotbar excluded as ingredients.

Posted: Sun Jul 27, 2014 1:53 am
by ssilk
Oh. Wait. This remembers me to something! I was also pissed by this loose of items for building and suggested something exactly for that. And it is now nearly exactly one year ago:
Autocraft
We're in the inventory-window. You have (after researching it, should long before the new requester-chest-feature of the player) 10 "autocraft-slots". The slots work like the requester-chest but without slider. The autocraft works only, if nothing is in the crafting-queue for about 1-10 seconds.
When you select an item for a slot, this means: When this is lower than 10 in my inventory, then autocraft it, so that it's 10 again.
...
The rest/details are here:
https://forums.factorio.com/forum/vie ... 143&p=7986

Maybe 10 is a bit low, but it is just a placeholder.

Re: Filtered slots on the hotbar excluded as ingredients.

Posted: Sun Jul 27, 2014 2:00 am
by Khyron
Autocrafting is taking it a step too far, imho. It must be a tough thing for the devs to balance - making things convenient vs. making things too easy.

Re: Filtered slots on the hotbar excluded as ingredients.

Posted: Sun Jul 27, 2014 8:52 am
by ssilk
Yeah, that's clear. I just want to mention it, because I think the current ideas with micromanagement options or adding more controls go into the wrong direction.

I don't want to switch options all the time. Or let is say it so: I fear, that an option for crafting this will make, that the game is more difficult to support.

And more key controls is also not good, cause we already have too much. I'm not able to remember all the combinations of key controls for all the types of movement of items or building.

Re: Filtered slots on the hotbar excluded as ingredients. ☸

Posted: Sun May 10, 2015 8:52 pm
by ssilk
Too old and there are suggestions into that direction:
https://forums.factorio.com/forum/vie ... 67&t=10222