[0.15.2] filters etc. not set when player places ghost
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[0.15.2] filters etc. not set when player places ghost
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.
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
Thanks for the report,
However this isn't a bug,
So i have moved this to ideas and suggestions
However this isn't a bug,
So i have moved this to ideas and suggestions
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Re: [0.15.2] filters etc. not set when player places ghost
Yeah I realized that after I posted it, so I made one there too. Couldn't delete this one though.Klonan wrote: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
Wanted to make the exact same proposal
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Re: [0.15.2] filters etc. not set when player places ghost
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
It's already a thing since 0.16.0.factoriouzr wrote: ↑Mon Nov 12, 2018 12:16 pmAny update on this? Is this going to be fixed in 0.17?
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.
If you want to get ahold of me I'm almost always on Discord.
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Re: [0.15.2] filters etc. not set when player places ghost
Sorry about that. I did play 0.17 a lot, but I guess I didn't try this scenario again.Rseding91 wrote: ↑Mon Nov 12, 2018 3:06 pmIt's already a thing since 0.16.0.factoriouzr wrote: ↑Mon Nov 12, 2018 12:16 pmAny update on this? Is this going to be fixed in 0.17?
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
I don't think you did
Koub - Please consider English is not my native language.
Re: [0.15.2] filters etc. not set when player places ghost
Just a typo, it happens and I got what he meant
If you want to get ahold of me I'm almost always on Discord.
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Re: [0.15.2] filters etc. not set when player places ghost
Re: [0.15.2] filters etc. not set when player places ghost
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
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Re: [0.15.2] filters etc. not set when player places ghost
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.