Deconstruction Planner Tweaks

Post your ideas and suggestions how to improve the game.

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Generallydonothing
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Deconstruction Planner Tweaks

Post by Generallydonothing »

1. Add the ability to remove cliffs with a "Trees/rocks" deconstruction planner or add a "Cliff" checkbox post cliff explosives.
Right now there's no way to decon cliffs with a deconstruction planner set to trees/rocks. It's different from what it was in 1.0 and it makes deconstructing stuff a pain sometimes. You'll need to manually set up a new decon planner with everything + cliffs, which leads into the next problem...

2. Increase the number of slots in a deconstruction planner.
With the new deconstructable entities in space age, there's no way to actually fit all of them into one deconstruction planner. With a maximum of 30 deconstructable entities and 45 "trash" entities, you can't slam all of them into one blueprint. It's especially weird with constant combinators and other logistic groups now having infinite space.
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IsaacOscar
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Re: Deconstruction Planner Tweaks

Post by IsaacOscar »

I've made a mod https://mods.factorio.com/mod/unmerge-d ... on-planner that tries to improve things.
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