Page 2 of 2
Inserters could choose which side of the conveyer they use
Posted: Sun Mar 22, 2015 3:50 am
by jonathanpaulson
----- joined ------ ßilk --------
Right now, the fact that inserters always place on the far or left side of the belt constrains some designs, especially early game. It would be really helpful to have this be a programmable option on the inserters.
The options should be "far vs. near" and "left vs. right". Depending on the inserter's orientation, you should only see one pair of options.
Re: Assign Near/Far on Inserter
Posted: Sun Mar 22, 2015 9:15 am
by ssilk
See also the post(s) before. As much as this is wished, I don't see a big chance, that this is implemented.
Indeed it is several times stated, that handling these type of problems is part of the game.
Re: Assign Near/Far (or Left/Right) on Inserter
Posted: Tue Mar 24, 2015 1:32 pm
by katyal
lol its so easy to track when a new batch of people buy this game
Re: Assign Near/Far (or Left/Right) on Inserter
Posted: Tue Mar 24, 2015 7:18 pm
by ssilk
Re: Assign Near/Far (or Left/Right) on Inserter
Posted: Thu Mar 26, 2015 11:59 pm
by GewaltSam
My dear ßilk, I would be surprised if you'll like most of the crowd the steam release will bring... Maybe we all are in dear need of help then

Inserter placing items on belt
Posted: Wed Oct 07, 2015 3:17 pm
by Terra_Incognito
It seems like a simple idea but how about when you build an inserter you can click on it like a smart inserter (although this would apply to all inserters) and it would give you the option of which side of the belt you want to insert on, or even potentially if you want the inserter to pick up from the left/right side of it. This would give the inserter much more flexibility and more realistic options for factory creation.
Re: Inserter placing items on belt
Posted: Wed Oct 07, 2015 4:05 pm
by daniel34
Re: Inserter placing items on belt
Posted: Wed Oct 07, 2015 4:46 pm
by ssilk
Moved. See linked articles.
Manipulator – Which lane should I put it in, Which strip should I take it from
Posted: Tue Sep 03, 2024 2:14 am
by SANTIMEL
Goal
Add new features
Situation
It is annoying that sometimes you have to build mazes to place or take an object from a certain side of the conveyor.
Decision
Add new settings to the manipulator. ↴
ㅤ
![2 [03.09.2024].png](./download/file.php?id=82864)
- 2 [03.09.2024].png (576.57 KiB) Viewed 1203 times
Re: Manipulator – Which lane should I put it in, Which strip should I take it from
Posted: Tue Sep 03, 2024 9:55 am
by wobbycarly
Some people would argue that this is part of the challenge of dealing with belts and inserters.
I'd be one of those people. Lane selection would trivialise part of the fun of the design process.
Re: Manipulator – Which lane should I put it in, Which strip should I take it from
Posted: Tue Sep 03, 2024 5:41 pm
by DarkShadow44
Inserters take from both lanes, so apart from some corner cases that is not really an issue, is it?
Putting things on a specific lane, that's where you have mods for. I do like the challenge of limits, similar story for there not being long fast inserters.
Re: Manipulator – Which lane should I put it in, Which strip should I take it from
Posted: Wed Sep 04, 2024 12:29 am
by SANTIMEL
Limitations make the game more interesting. Forcing the player to get out of a difficult situation.
However, expanding the player's capabilities also makes the game more interesting. At the same time, letting the player's imagination run wild.
Re: Telling inserters where to place items on transport belts
Posted: Sat Sep 07, 2024 6:00 am
by Koub
[Koub] Merged into an older thread with the same suggestion.
Re: Telling inserters where to place items on transport belts
Posted: Thu Sep 12, 2024 10:36 pm
by protocol_1903
-1, the base inserter logic is a good constraint to provide interesting and complex designs. Giving inserters too much power makes them one dimensional, with no possibility for unique use cases. If you want to change the inserter lanes, use a mod. I use QAI because I wish to use diagonal and cardinal inserters. I turned off lane switching and non-cardinal direction input. They give enough room for creativity, without too much room as to become boring. I might even limit it to 180 degree turns in a future playthrough because it keeps more of the challenge.