Upgrade planner for no module to module

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Opsse
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Upgrade planner for no module to module

Post by Opsse »

TL;DR
Improve the current upgrade planner to allow the action "no module" -> "a specific module"
What ?
As discussed in this topic, it could be very useful to have the possibility to add a module from scratch with an upgrade planner.

The only 2 ways to do it in the vanilla game is:
- put every module one by one manually
- deconstruct everything and reconstruct everything with a blueprint

Both options could be very long in late game. For example in my current save I have more than 500 Assembling machine, the full upgrade require to put manually 2000 modules!

A mod exist for this : https://mods.factorio.com/mod/ModuleInserter
But in my opinion it should be integrated in the vanilla upgrade planner.
Why ?
Because the purpose of this game is not to doing stuff by hand!
This feature could greatly improve the "quality of life" for late game.
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Re: Upgrade planner for no module to module

Post by Tekillaa »

hi,

If i can add : It needs to overwrite a existing configuration too, for changing module, using a BP with moduled item change even factory who already got module to the wanted configuration.
It should be add in the game: viewtopic.php?f=6&t=67650 :)
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TheBloke
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Re: Upgrade planner for no module to module

Post by TheBloke »

Yeah this is a really requested feature. I see people asking about it regularly across this forum, Reddit and Discord. And I've wanted it myself a lot as well.

It could be done by Upgrade Planner. It could be changing BPs to let them overwrite module configuration (same way they can overwrite circuit settings, logistic filters, etc). Or it could be a brand new tool for adding/changing modules; a simple tool that lets you specify the target module configuration (none; 4 x speed3; 2 x speed3+ 2 x prod3; etc) and then adjusts all selected buildings to that config.

Whatever method is chosen it would be very much appreciated. As the OP says, right now the user is forced to take time and effort either deconstructing/rebuilding or else placing manually. This can be quite tedious.

I use the mod Module Requestor which works quite well. But even this mod can't cope with the niche case of replacing 4 x module1 with 2 x module1 + 2 x module2 or similar advanced configs.
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Upgrade Planner no module to selected module

Post by adam_bise »

Allow empty source module to upgrade entities with no modules to the module layout specified.
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Upgrade planner could add a module to a entity without modules.

Post by somso2e »

So basically there would be added a grey and blank module and you could put it in the first slot in the upgrade planner for the entities that have no modules in them.and in the second slot there will be a whatever level module you want to.
Also if you want multiple or different modules you could put that same amount of modules in the planner for example you could put speed modules in 2 rows and prod. mod in one row.
This is my idea of doing it and as someone(u/mabot) said on the reddit post I did "That sounds really hacked together" and suggested a checkbox just for modules and that would add some other options like what I just said . something like the UI for the deconstruct planner which has a ton of options. I like his better:)
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Re: Upgrade planner could add a module to a entity without modules.

Post by Tekillaa »

Hey, i was about to make a suggestion very near from the one you make:

We add free slots on the upgrade planner : in those slots, we are able to pick item able to have module (AM,beacon, mining drills, silo, modded item..), if we choose an item in this slot, few more free slots appear on the same line to be filled with the module configuration we looking for. Using the upgrade planner will overwrite the actual module configuration on buildings to set up the new one.
It's just 3/4 more free slot for a dedicated operation in the upgrade planner.

Thanks to the dev for one of my favourite game.
It should be add in the game: viewtopic.php?f=6&t=67650 :)
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Re: Upgrade planner for no module to module

Post by Koub »

[Koub] Merged several topics with same suggestion
Koub - Please consider English is not my native language.
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Re: Upgrade planner for no module to module

Post by torndar »

I'd like to see this as well! I found another thread (point to this one) as well viewtopic.php?f=6&t=72905
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Re: Upgrade planner for no module to module

Post by Oktokolo »

+1 for upgrade planner to be able to handle replacing arbitrary module configurations (including upgrading from and to the the no-modules case).
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Mylon
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Re: Upgrade planner for no module to module

Post by Mylon »

+1 for being able to upgrade modules via upgrade planner.
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Re: Upgrade planner for no module to module

Post by Bilka »

Mylon wrote: Fri Aug 30, 2019 2:43 pm +1 for being able to upgrade modules via upgrade planner.
It can already do that. It just can't do no module -> module.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
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Mylon
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Re: Upgrade planner for no module to module

Post by Mylon »

Oh, why is the icon for the upgrade planner yellow-green, but the toolbar button for creating it is green? This should be standardized!
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Re: Upgrade planner for no module to module

Post by cpy »

Module planner when? :D
I need to set like put 1 speed 1 prod 1 eff here and remove everything else.
All you need is like 8 input slots and 8 output slots so it would add change or remove modules.
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Re: Upgrade planner for no module to module

Post by MajesticSirloin »

I'd love to have this module planner to be added in vanilla.
Incidentally, there could be an option with each machine and what module to put into it.

ex.
Beacon > Speed Module 1~3
Assembly Machine 3 > Prod Module 1~3
Chem Plant > Efficiency Module 1~3
etc etc...

or even expand on that so when you select beacons in the module planner, there are 2 slots beside it so you can tell one type of module for each of them, this could be used for having different levels and types of module for each machine.
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Re: Upgrade planner for no module to module

Post by conn11 »

Bilka wrote: Fri Aug 30, 2019 2:53 pm
Mylon wrote: Fri Aug 30, 2019 2:43 pm +1 for being able to upgrade modules via upgrade planner.
It can already do that. It just can't do no module -> module.
Wich would be a desireable feature.
Once e.g. a row of beacons is moduled up, it‘s trivial enough. But for situations creating such a bp a little more flexibility would be a gain in QoL.
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Re: Upgrade planner for no module to module

Post by huwp »

Please implement this
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Re: Upgrade planner for no module to module

Post by Rinin »

Sorry for necroposting.

I found a lot of questions regarding this, several mods to implement it, and it bothers how inconsistent it is with the rest of the game.

If not an upgrade planners - at least blueprints with modules should work the same as with every other entity. Chest, inserters, combinators, pretty much anything with settings could be overwrote with blueprint, except modules.

This feature was requested for so long, I wonder if it would be implemented in 2.0. It really should. Especially since quality would require more focus on beacons, unlike vanilla in which modules are optional.
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Re: Upgrade planner for no module to module

Post by SoShootMe »

I can't work out why this is under Modding interface requests (it's a suggestion) or in Implemented for 2.0 (maybe I missed it)...
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