I would like to see a feature where you can change the direction of the output of Inserters to the left or right (e.g. by scrolling the mouse wheel). Additionally (mabye by shift+scrolling) It would be cool to be able to have long Inserters that can vary the lenght of their input an output, e.g. input: 2 Blocks, output: one Block. With them both combined (for instance a right facing long inserter with an input of one Block) the factories you build could be compressed and made better.
P.S. I know there is mods for that but it would be cooler as a feature.
Side- and multi-lenght Inserters
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- GTMasterMan
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Re: Side- and multi-lenght Inserters
In my opinion it is better to not have every option of customization here. You need to think about the design of factories a lot in early to mid-game and it takes some thinking to come up with unique compressed factory designs. Having every option for inserters sounds like a thing that should always be an optional mod. The end-game takes away a lot of this planning already by utilizing logistic robots. You're left with one requester chest for input and one passive provider chest for output for each and every factory :/
Just my opinion, no hate
Just my opinion, no hate
Re: Side- and multi-lenght Inserters
Completely agree.happymoep wrote:In my opinion it is better to not have every option of customization here. You need to think about the design of factories a lot in early to mid-game and it takes some thinking to come up with unique compressed factory designs. Having every option for inserters sounds like a thing that should always be an optional mod. The end-game takes away a lot of this planning already by utilizing logistic robots. You're left with one requester chest for input and one passive provider chest for output for each and every factory :/
Just my opinion, no hate
Re: Side- and multi-lenght Inserters
Hihi. Every 3 month the question for new inserters.
I'm sorry for that; Fact is, the devs have made the inserters extremley modable, but didn't use that. This is now so about 2 years.
The reason is, that the game is in big parts a puzzle. If you have more possibilities for the inserters the puzzles are reduced. The complexity rises, cause you cannot see for example with one view, how this special insertert works.
So I would say the chance, that this is added to vanilla is nearly zero.
And as always: there are mods, that enable such usage:
https://forums.factorio.com/forum/vie ... 93&t=14360 Cursed PI
https://forums.factorio.com/forum/vie ... 93&t=13525 Side Inserters
I'm sorry for that; Fact is, the devs have made the inserters extremley modable, but didn't use that. This is now so about 2 years.
The reason is, that the game is in big parts a puzzle. If you have more possibilities for the inserters the puzzles are reduced. The complexity rises, cause you cannot see for example with one view, how this special insertert works.
So I would say the chance, that this is added to vanilla is nearly zero.
And as always: there are mods, that enable such usage:
https://forums.factorio.com/forum/vie ... 93&t=14360 Cursed PI
https://forums.factorio.com/forum/vie ... 93&t=13525 Side Inserters
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Re: Side- and multi-lenght Inserters
Agree 100%happymoep wrote:In my opinion it is better to not have every option of customization here. You need to think about the design of factories a lot in early to mid-game and it takes some thinking to come up with unique compressed factory designs. Having every option for inserters sounds like a thing that should always be an optional mod. The end-game takes away a lot of this planning already by utilizing logistic robots. You're left with one requester chest for input and one passive provider chest for output for each and every factory :/
Just my opinion, no hate
~1200+ hours clocked in factorio. Avid KSP and Factorio player