Ctrl-Shift-Left click should force-insert modules

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

imi___
Inserter
Inserter
Posts: 32
Joined: Sat Jun 22, 2024 9:31 am
Contact:

Ctrl-Shift-Left click should force-insert modules

Post by imi___ »

I LOVE the new force-build with blueprints via Ctrl-Shift-Left Click. So good. :)

I wish it would do the same when you insert modules into an assembly.

Currently, there is some logic behind it that only allows to insert modules of "higher tier", e.g. you can paste an Tier2 production on top of any Tier1 (even if the Tier1 is Legendary with +10% and the tier2 is normal with +6%...) and you can place Tier1 uncommon on top of Tier1 normal, but not rare.

Ctrl-Shift-Left Click should override that logic and even downgrade modules.


Use case: For example here, I totally underestimated my amount of uncommon Tier2 modules and tried to fix it by pasting normal's (which I have plenty). No such luck! I have to manually remove them from inside the GUI and then copy-paste the whole assembly to fix this..
10-31-2024, 21-06-38.png
10-31-2024, 21-06-38.png (424.09 KiB) Viewed 280 times
fencingsquirrel
Long Handed Inserter
Long Handed Inserter
Posts: 71
Joined: Wed May 11, 2022 2:12 am
Contact:

Re: Ctrl-Shift-Left click should force-insert modules

Post by fencingsquirrel »

Necro, but I feel like this has a renewed issue in space age. While I've run into this issue a few times in the past in vanilla, I'm running into this even more with quality: Many times I'll have a quality mod 2 that I want to replace a non quality mod 3 with and manual is the only way.

If there's some technical reason this has to exist, perhaps it's not worth fixing, but if this is implemented as a safeguard of some sort, I'd say it's doing more harm than good at this point.
Post Reply

Return to “Ideas and Suggestions”