Force machine recipe based on item or ghost in hand.

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

anything42
Manual Inserter
Manual Inserter
Posts: 4
Joined: Tue Oct 14, 2025 7:57 am
Contact:

Force machine recipe based on item or ghost in hand.

Post by anything42 »

When interacting with an assembler or other crafting machine, there is a "gear" icon that you have to click on to open the set recipe dialog and change the machine's recipe.

If the player has a item or a ghost in their hand, then they should be able to e.g. Shift+Click on the "gear" icon to set the machine's recipe directly. This would skip the set recipe dialog and set the recipe based on the hand-contents.

In general it may make sense to support super-force recipe-setting via Ctrl+Shift+Click without needing to click into the machine and interact with the "gear" icon since this icon only exists when a recipe is already set.

Examples:

When setting multiple machines to different qualities, the player could Alt+Scroll through qualities and then "force-set" recipes to avoid tedious interactions with the set recipe dialog.

The player would be able to, e.g. know what they want to craft from the Factoriopedia, and then use the Pipette Tool (Q) to select what they want and then "force-set" recipes based on the ghost in their hand. Especially with more-complex mods this would make it easier for the player to set recipes without needing to search through large set recipe dialogs.
User avatar
TauPlays
Burner Inserter
Burner Inserter
Posts: 14
Joined: Thu Apr 16, 2026 10:54 pm
Contact:

Re: Force machine recipe based on item or ghost in hand.

Post by TauPlays »

Unless I misunderstood you, there currently is something similar already in the game: you can Shift+Right Click on an assembler with a recipe already set and then Shift+Left Click on any other assembler (including holding down and dragging across multiple assemblers) to copy over the recipe. This way you only need to go into the "gear menu" once for any set of recipes.


I agree with the Alt+Scroll idea for qualities though: I have tried a few mods to add that, and its a QoL game changer.
User avatar
Stargateur
Filter Inserter
Filter Inserter
Posts: 437
Joined: Sat Oct 05, 2019 6:17 am
Contact:

Re: Force machine recipe based on item or ghost in hand.

Post by Stargateur »

what if this item have multiple recipe ?
anything42
Manual Inserter
Manual Inserter
Posts: 4
Joined: Tue Oct 14, 2025 7:57 am
Contact:

Re: Force machine recipe based on item or ghost in hand.

Post by anything42 »

Stargateur wrote: Thu May 07, 2026 8:30 am what if this item have multiple recipe ?
I would expect this to do the same thing that "Set Recipe" does when using the circuit network.

This should also work for recipe signals (which are different from finished product signals). For example Pyanodons has many alternative recipes, but it also has a mod setting that adds new signals for every recipe.
FasterJump
Filter Inserter
Filter Inserter
Posts: 293
Joined: Sat Jul 09, 2016 11:43 am
Contact:

Re: Force machine recipe based on item or ghost in hand.

Post by FasterJump »

I would like to follow up on OP suggestion, as I often find myself with a ghost in hand and having to browse the machine recipe tabs to select that exact same icon I have in hand (ghost item).

Would there be any downside to this QOL feature? I would really like to have a developer thought, and really hope there is still tome for this minor, yet life changing, QOL feature.

Now that mixed payloads are part of 2.1, this became my number one wish!
sben
Fast Inserter
Fast Inserter
Posts: 113
Joined: Sat Nov 23, 2024 5:33 pm
Contact:

Re: Force machine recipe based on item or ghost in hand.

Post by sben »

+1 on this - this would be a great QoL improvement that I wanted to request myself.

The only part I disagree is
anything42 wrote: Sat May 02, 2026 8:48 pm In general it may make sense to support super-force recipe-setting via Ctrl+Shift+Click without needing to click into the machine and interact with the "gear" icon since this icon only exists when a recipe is already set.
This would prevent the player from setting the recipes to buildings/tiles, since the assembler would be super-force overbuilt.

Instead, set the recipe to the default recipe for the hand contents on [Shift + Left-Click]:
  • Eg. if holding green circuit, set the recipe to green circuit.
  • as with the "Set recipe" circuit setting, try selecting the best matching recipe if the default one is not available (eg. set foundry to casting pipes if holding pipe in the hands)
  • And if not holding items but a recipe in the hand (eg. the empty heavy oil barrel recipe), then apply this recipe directly.
If the hand is empty, keep the current behaviour of copying the recipe from the [Shift + Right-Click] selected building.
If the hand contains a blueprint, keep the current behaviour of placing it, even if it consist of only one entity (eg. applying the recipe from the assembler in the blueprint).

This would be both a cleaner and more flexible solution.
anything42
Manual Inserter
Manual Inserter
Posts: 4
Joined: Tue Oct 14, 2025 7:57 am
Contact:

Re: Force machine recipe based on item or ghost in hand.

Post by anything42 »

For Ctrl+Shift+Click I believe my thought was that this would be right click rather than left click to distinguish force recipe setting from force building since in general I would expect "force set recipe" to be distinct from "force build".

But I don't have a strong opinion since I'm expecting this would be remappable and I haven't had a chance to use this feature and get a sense of how it feels. I would be happy enough if this feature were adding without any binding (and I would probably end up putting this on a mouse button anyway).


An alternative idea for handling the "no recipe set" case is to allow Shift-Click to work on the disabled confirmation button in the crafting dialog.

Or an even wackier idea, maybe Alt-Z should "drop" the hand contents into the recipe slot which I think is semi-intuitive and less likely to cause conflicts.


I would be weary about overriding the normal [Shift + Right-Click] -> [Shift + Left-Click] flow since I can see that leading to confusing outcomes.
FasterJump
Filter Inserter
Filter Inserter
Posts: 293
Joined: Sat Jul 09, 2016 11:43 am
Contact:

Re: Force machine recipe based on item or ghost in hand.

Post by FasterJump »

It wouldn't need a shortcut. We would just "click" to drop the held ghost into the machine, setting its recipe.
Post Reply

Return to “Ideas and Suggestions”