[QoL]Autorotate assembler when next to a suitable fluid inpu

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

SuperSulc
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat May 20, 2017 10:12 am
Contact:

[QoL]Autorotate assembler when next to a suitable fluid inpu

Post by SuperSulc »

TL;DR:
Autorotate assembler when next to a suitable fluid input after chosing recipe
What?
I Would like this:
This could be done automatically.
This could be done automatically.
autorotate.png (1.52 MiB) Viewed 1969 times
Instead of this.
Default rotation of fluid input after choosing recipe.
Default rotation of fluid input after choosing recipe.
default.png (1.84 MiB) Viewed 1969 times
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: [QoL]Autorotate assembler when next to a suitable fluid inpu

Post by Koub »

What would you want if there were two different fluids arriving at right angle, and your assembling machine was next to both pipes ?
Koub - Please consider English is not my native language.
Zavian
Smart Inserter
Smart Inserter
Posts: 1649
Joined: Thu Mar 02, 2017 2:57 am
Contact:

Re: [QoL]Autorotate assembler when next to a suitable fluid inpu

Post by Zavian »

He is suggesting auto-rotating after choosing a recipe, so if there are 2 different fluid, it should pick the correct fluid. (If there are 2 different sources of the correct fluid, then picking either would still be an improvement over no rotation, provided the player could manually rotate the assembler if they wanted to use the other source).
SuperSulc
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat May 20, 2017 10:12 am
Contact:

Re: [QoL]Autorotate assembler when next to a suitable fluid inpu

Post by SuperSulc »

Koub wrote:What would you want if there were two different fluids arriving at right angle, and your assembling machine was next to both pipes ?
Check which fluid is correct for the selected recipe, and rotate accordingly. (Obviously this works only when pipes are not empty)
User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5207
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: [QoL]Autorotate assembler when next to a suitable fluid inpu

Post by eradicator »

SuperSulc wrote:
Koub wrote:What would you want if there were two different fluids arriving at right angle, and your assembling machine was next to both pipes ?
Check which fluid is correct for the selected recipe, and rotate accordingly. (Obviously this works only when pipes are not empty)
-1

This mechanic is too opaque to the player in the first place, we're talking about rotating a machine while the player can't even see it because it's hidden behind the recipe selection screen. Let alone with automatic decision making to which of several pipes to connect.
And what if this automatic rotation would cause the fluid output to connect to an empty pipe? (chem plants are assemblers too)
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
JohnyDL
Filter Inserter
Filter Inserter
Posts: 535
Joined: Fri May 16, 2014 3:44 pm
Contact:

Re: [QoL]Autorotate assembler when next to a suitable fluid inpu

Post by JohnyDL »

So long as all the inputs/outputs of a recipe have to be the same maybe make it allow inputs/outputs to all sides, it doesn't trivialise the problem any further than it already is and it actually makes for some interesting edge cases where you don't want pipes that otherwise could just run past assemblers to connect to them *shrugs*
Post Reply

Return to “Ideas and Suggestions”