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Deconstruction Planner limited to 30 slots, WHY???

Posted: Sun Nov 10, 2024 2:53 am
by GregoriusT
I cant put all the natural stuff i want wiped into my "Clean Up" Deconstruction Planner anymore because there is so much new Stuff.

Please note: I do not want Fish or Cliffs to be inside of it, so I have to do the Whitelist like that. Right now I am basically forced to have two Clean Up Decon Planners depending on which Planet I am on, which sucks.

Like there is even lots of space in the UI there as you can clearly see, why am i not allowed to put stuff there?

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Sun Nov 10, 2024 4:00 am
by AileTheAlien
I think it'd be reasonable to push it up to 50 or 60. The UI on this could probably be improved, too. Like, instead of picking an individual thing to add, and then getting the search-box, it'd be easier for the player if it showed a list of items to pick with the search-box, and you could quickly select multiple items. Like, search for "cliff" or "tree" and have a button like "add all visible to filters". Or just click or un-click each type of rock that shows up in search, without closing the search. (Like, always have the search and list of pick-able items visible.) 8-)

Somewhat related: this comment on a different thread, asking for more "only trees/rocks" checkmarks. (But that way is a bespoke solution, and changing the UI like I suggested here, would work for mods too.)

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Wed Nov 20, 2024 5:01 pm
by sp55aa
I wanna deselect special buildings, which is more than 30

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Thu Nov 21, 2024 10:00 am
by IsaacOscar
GregoriusT wrote: Sun Nov 10, 2024 2:53 am I cant put all the natural stuff i want wiped into my "Clean Up" Deconstruction Planner anymore because there is so much new Stuff.

Please note: I do not want Fish or Cliffs to be inside of it, so I have to do the Whitelist like that. Right now I am basically forced to have two Clean Up Decon Planners depending on which Planet I am on, which sucks.

Like there is even lots of space in the UI there as you can clearly see, why am i not allowed to put stuff there?
Haha my use case was the opposite: I want to keep the natural stuff as it looks cool, decreases pollution on nauvis, and destroying them causes accumulation of junk.

It should just add more slots automatically as needed, just like logistic requests, the blueprint library, the upgrade planner, constant combinator etc (my memory might be wrong here.)

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Mon Dec 16, 2024 2:56 pm
by IsaacOscar
The number of slots is easilly changed with one line of lua code:

Code: Select all

data.raw["deconstruction-item"]["deconstruction-planner"].entity_filter_count = 100
Which is what my mod https://mods.factorio.com/mod/unmerge-d ... on-planner does (along with improvements to what get's merged).

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Mon Dec 16, 2024 5:53 pm
by GregoriusT
IsaacOscar wrote: Mon Dec 16, 2024 2:56 pm The number of slots is easilly changed with one line of lua code:

Code: Select all

data.raw["deconstruction-item"]["deconstruction-planner"].entity_filter_count = 100
Which is what my mod https://mods.factorio.com/mod/unmerge-d ... on-planner does (along with improvements to what get's merged).
Is it possible to install this mod, add all the fitlers i want to a blueprint, and then go back to vanilla to not ruin achievements, while also keeping the decon planner with all the filters in it?

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Tue Dec 17, 2024 3:26 am
by IsaacOscar
GregoriusT wrote: Mon Dec 16, 2024 5:53 pm
IsaacOscar wrote: Mon Dec 16, 2024 2:56 pm The number of slots is easilly changed with one line of lua code:

Code: Select all

data.raw["deconstruction-item"]["deconstruction-planner"].entity_filter_count = 100
Which is what my mod https://mods.factorio.com/mod/unmerge-d ... on-planner does (along with improvements to what get's merged).
Is it possible to install this mod, add all the fitlers i want to a blueprint, and then go back to vanilla to not ruin achievements, while also keeping the decon planner with all the filters in it?
Sadly no, however if you add something that was previously merged (e.g. you add a filter for 'dry tree'), it will still work in vanilla, but won't take into account any new mergings (so a 'dry tree' will deconstruct dry tree's, but not dry hairy trees). Of course you can also manually edit the deconstruction planner using https://factorio.tmin10.ru/, but that's much more annoying.

As for the achievements, I'm on Windows and have been using 100924 without problems.

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Sat Dec 21, 2024 9:48 pm
by Hares
Agree with OP. WHY?
IsaacOscar wrote: Mon Dec 16, 2024 2:56 pm The number of slots is easilly changed with one line of lua code:

Code: Select all

data.raw["deconstruction-item"]["deconstruction-planner"].entity_filter_count = 100
Which is what my mod https://mods.factorio.com/mod/unmerge-d ... on-planner does (along with improvements to what get's merged).
Why not 255?

Re: Deconstruction Planner limited to 30 slots, WHY???

Posted: Sat Dec 21, 2024 10:02 pm
by IsaacOscar
Hares wrote: Sat Dec 21, 2024 9:48 pm Why not 255?
Because:
  1. It's not a multiple of ten, and so doesn't look as nice at the bottom
  2. 100 fits perfectly without a scrollbarwhen wearing Mech armour
  3. 100 is already more than enough (unles you play with crazy mods...)
My mod let's you choose the number in the settings though.

(oh and I forgot to mention that theirs actually a seperate tile_filters field, but my mod just sets it to the same as entity_filters to make the GUI look nicer; there are only like 12 tiles in the bas game though)