Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)

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max2605
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Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)

Post by max2605 »

Title: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)
TL;DR
Inserters should be able to distinguish whether items (e.g. blue circuits) are used for rocket construction or loaded as payload, possibly via dedicated rocket parts.
What?
Currently, blue circuits are required by the rocket silo for rocket construction. Inserters feeding blue circuits into the silo will always place them into the construction slots. This prevents them from being loaded into the rocket as payload.

I suggest adding a clear separation between construction inputs and payload inputs. This could be done in two ways:

Inserter override/flag: Inserters get an option to choose whether they feed into the construction interface or the payload inventory.

Rocket parts: The silo requires crafted rocket construction parts instead of raw blue circuits. These parts are produced in factories from several components (including blue circuits). The silo consumes these parts, leaving the payload inventory free for any item, including blue circuits.
Why?
Prevents conflicts where the same item is both a construction requirement and a potential payload.

Provides more clarity and control for inserter logic.

Adds an optional layer of production complexity through rocket parts.

Makes rocket construction feel more consistent and realistic.
crimsonarmy
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Re: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)

Post by crimsonarmy »

max2605 wrote: Wed Sep 03, 2025 7:49 pm Inserter override/flag: Inserters get an option to choose whether they feed into the construction interface or the payload inventory.

Rocket parts: The silo requires crafted rocket construction parts instead of raw blue circuits. These parts are produced in factories from several components (including blue circuits). The silo consumes these parts, leaving the payload inventory free for any item, including blue circuits.
I don't think either of these are good solutions (not to say that no good solutions exist). The first one feels weird as it is a toggle in the inserter that affects one thing in the game. The second one just kicks the can down the road: what if I want to send rocket parts?
max2605
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Re: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)

Post by max2605 »

crimsonarmy wrote: Wed Sep 03, 2025 8:48 pm
max2605 wrote: Wed Sep 03, 2025 7:49 pm Inserter override/flag: Inserters get an option to choose whether they feed into the construction interface or the payload inventory.

Rocket parts: The silo requires crafted rocket construction parts instead of raw blue circuits. These parts are produced in factories from several components (including blue circuits). The silo consumes these parts, leaving the payload inventory free for any item, including blue circuits.
I don't think either of these are good solutions (not to say that no good solutions exist). The first one feels weird as it is a toggle in the inserter that affects one thing in the game. The second one just kicks the can down the road: what if I want to send rocket parts?
I understand your concerns – both the inserter toggle and the “rocket parts” approach can feel like workarounds.
What I would actually prefer is to handle this with circuit conditions / logistic network signals.

Instead of a hard toggle in the inserter, the rocket silo could expose separate circuit signals (for example: construction input needed, payload slot available, rocket engine status, etc.). Inserters could then be configured to respond to these signals, deciding whether to feed items into the construction slots or into the cargo.

This way the control would be fully integrated into Factorio’s existing circuit/logic system, rather than adding exceptions. It would also add meaningful steering options – similar to how engines, fuels, and other processes can already be automated.

In fact, I miss such control possibilities in general (for example for rocket engines), so exposing silo states to the circuit network would fit very naturally.
crimsonarmy
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Re: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)

Post by crimsonarmy »

eugenekay wrote: Wed Sep 03, 2025 9:12 pm Edit: I do actually like the idea of having externally crafted Rocket Parts with Planet specific recipes, but that is probably best as a Mod.
Well now I know what mod I am trying next.
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