Empty Module Slots and Upgrade Planner - Let's Talk

Post your ideas and suggestions how to improve the game.

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ElderAxe
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Empty Module Slots and Upgrade Planner - Let's Talk

Post by ElderAxe »

Has this ever happened to you?
Imagine, you want to remotely upgrade some miners, assemblers, etc., and you just can't.

What is my suggestion?
We should have a NULL Module marker added to the vanilla game. So we can use it on upgrade planner to add/remove modules to/from entities.
null-module.png
null-module.png (26.17 KiB) Viewed 6180 times
Also we have a similar problem with blueprints as well. When we place a blueprint on top of an existing one with different module setup, module slots on the blueprint are ignored.
Only way to overcome this problem is to delete existing entities and place the same blueprint again with modules included.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by superwad »

I would love to see something like this. As it stands today, you have to place one and blueprint the rest. Not so easy when you're working remotely.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by demonkoryu »

+1

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Koub »

Koub - Please consider English is not my native language.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Diablo-D3 »

Please, for the love all that is holy, add this. This is maybe one of the most frustrating remaining quality of life things left in Factorio, and gets in the way of quick gameplay.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Abarel »

Tha would be a nice feature. I would love to setup miners and later add modules when I get them

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by CapnCrinklepants »

Support! The tedium of module replacement is why I ignore modules and beacons until I get module 3s. If it were easy to do, I would be hard pressed to give any more excuses.

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Oktokolo
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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Oktokolo »

Would be nice to be able to switch mixed module configurations with other mixed module configurations by using the upgrade planner. So i could switch my early-game 3 x eff1 + 1 x empty to 2 x speed2 + 2 x prod2 on the tier three assemblers after power production scaled up.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by slippycheeze »

Since nobody mentioned it, Module Inserter provides a planner specifically for modules and construction robots. I feel it demonstrates the viability of the idea of either the upgrade planner doing them, or a separate, dedicated planner doing them.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Oktokolo »

slippycheeze wrote:
Fri Jul 12, 2019 12:01 am
Since nobody mentioned it, Module Inserter provides a planner specifically for modules and construction robots.
Thanks - definitly one of the must-have QoL mods.

thuejk
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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by thuejk »

I want this!

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by foamy »

Please.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Guenni7 »

+1

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Fargotroniac
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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Fargotroniac »

Good idea

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by conn11 »

Since Bp mirroring is vanilla now, there is little reason not having module insertion or removal for the upgrade planner.
Not a new suggestion, but I’m liking OPs mockup.

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Allow upgrading "nothing" to a module in the upgrade planner

Post by yellowblood »

I think the upgrade planner should support upgrading from "nothing" to a certain module.

This might be a low hanging fruit that is just begging to be implemented.

This functionality will allow the much demanded ability to remotely add modules to machines. For example, a player can create an upgrade planner that upgrades "nothing" to "speed module 3", and then use it on a row of beacons.

Honestly, when I tried the upgrade planner for modules at first I sort of expected it to work like that. That's an indication for me that such capability is intuitive.

It can also work in reverse - downgrade a module to "nothing", to remove modules from machines.
Last edited by yellowblood on Tue Jun 28, 2022 11:24 am, edited 1 time in total.

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Re: Allow upgrading "nothing" to a module in the upgrade planner

Post by SuperHealing »

+1

I didn't believe this function wasn't implemented, this is huge help for megabases.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by Koub »

[Koub] Merged into older thread with same suggestion.
Koub - Please consider English is not my native language.

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by yellowblood »

:|

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Re: Empty Module Slots and Upgrade Planner - Let's Talk

Post by secelt »

+1. i just ran into this problem and thought of the exact same solution. it seemed so obvious that i was shocked it didn’t work.

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