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.