One of the main usages for logistic groups in a normal playthrough is for enabling/disabling sets of logistic requests for the player.
This works perfectly fine in singleplayer, where having all logistic groups being global doesn't hurt.
On multiplayer servers however, this quickly becomes annoying, as every player can edit the logistic requests of every other player.
Currently, the only "solution" to this problem is using unnamed logistic groups, but those being unnamed are often significantly harder to make sense of, especially if you have requests in multiple groups.
One relatively common example would be to have one group for outposts, one for train stations and one for smelting.
Every one of those will have belts, all might have roboports, two of them might have train stations, rails and signals. the same goes for power poles etc.
But them all having so much in common means that there's often relatively little visual difference between them, making it harder to quickly discern them.
My proposed solution:
- add a toggle switch next to the name of each group, which makes said group local to the entity.
- groups added in the inventory are local by default, while defaulting to global for things like constant combinators.
- If one adds a global logistic group, and then switches it to local, it just keeps the contents.
- When a local and a global group have the same name, but different content, gray out the switch, so you can't make it global. this is just a simple solution to accidentally overwriting either group.