Filtering Inserters are quite useful early game for limiting purpose for example. I always use it on loading stations to split belt to chests equally.
4/ Option to place Inserter/Assembler/whatever from blueprint, but disable until proper technology unlocked, seems the best option now. Blueprint could be printed whole, while some parts are obviously inoperable. More of this: Blueprint could give "Tech absent" error and cannot be printed except forced. Boskid did not mention this option so may be Devs would change something.
I would quite like this as it opens a way to further improve inserter without new inserters.
Inserter Filtering as a Tech Unlock
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Re: Inserter Filtering as a Tech Unlock
One more small con I have against inserter filtering as a tech is that it changes the functionality of affected entities to such an extent that updated recipes would be expected. How can the same simple Burner inserter that is crafted from a iron gear wheel and a iron plate suddenly be capable of such advanced functionality? It should involve at least some electronics now. I really believe small details like this are important for the sake of being able to 'care' about the game. Ofc that doesn't apply as much for us veteran players because we already do, but for new players im certain it will.
Re: Inserter Filtering as a Tech Unlock
Every inserter has been capable of filtering for as long as I’ve been playing. The only change is that we now have manual control over filters for all inserters.
Even without explicitly set filters, an inserter has always been capable of taking only the correct items from a belt for the machines they service. They’re also smart enough to load just enough for a few cycles of operation.
I’m opposed to both the idea of requiring a tech for filtering and reintroducing filter inserters. It might be situational and overlooked by newer players, but it is useful to have it.
Also, I think the added research tree, recipe, and inventory clutter outweigh any benefits of readding filter inserters or making filtering a technology.
Even without explicitly set filters, an inserter has always been capable of taking only the correct items from a belt for the machines they service. They’re also smart enough to load just enough for a few cycles of operation.
I’m opposed to both the idea of requiring a tech for filtering and reintroducing filter inserters. It might be situational and overlooked by newer players, but it is useful to have it.
Also, I think the added research tree, recipe, and inventory clutter outweigh any benefits of readding filter inserters or making filtering a technology.
Re: Inserter Filtering as a Tech Unlock
Do you feel the same way about the stack size upgrades?Panzerknacker wrote: Sat Aug 09, 2025 2:33 pm One more small con I have against inserter filtering as a tech is that it changes the functionality of affected entities to such an extent that updated recipes would be expected. How can the same simple Burner inserter that is crafted from a iron gear wheel and a iron plate suddenly be capable of such advanced functionality? It should involve at least some electronics now. I really believe small details like this are important for the sake of being able to 'care' about the game. Ofc that doesn't apply as much for us veteran players because we already do, but for new players im certain it will.
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Re: Inserter Filtering as a Tech Unlock
ofc this thread is about the explicit type of filtering, not the automatic one.
Hmm I don't really like that normal inserters also get the ability to bulk-insert. i'm fine with the bulk inserter getting upgrades.