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[2.0.28] Changing recipe cancels deconstruction requests for contained items

Posted: Wed Jan 01, 2025 2:23 pm
by IsaacOscar
This one has been particularly annoying, so even if it's 'not a bug', it would still be very nice to fix it.

Bassically, have some items in a crafting machine (e.g. input, fuel, output, and trash slots):
01-02-2025, 00-20-02.png
01-02-2025, 00-20-02.png (878.67 KiB) Viewed 238 times
Then mark the items for 'deconstruction' (go to remote view and right click it):
01-02-2025, 00-20-38.png
01-02-2025, 00-20-38.png (881.04 KiB) Viewed 238 times
Then press the change recipe button:
01-02-2025, 00-20-51.png
01-02-2025, 00-20-51.png (261.29 KiB) Viewed 238 times
If you do so before any robots take the item, the deconstruction request will be canceled. (No robot will take it while your in the set recipe screen).
Moreover, once you actually change the recipe (in this case back to the same recipe as before), the items (other than fuel) are clearly no longer marked:
01-02-2025, 00-23-48.png
01-02-2025, 00-23-48.png (900.23 KiB) Viewed 235 times
(Notice how the cross mark is still there, despite the nutrients having now spoiled!)

My guess is that by pressing the change recipe button, you are 'deleting' the slots, and the items go somewhere else. Except it doesn't delete the fuel slot as all recipes have that. (But all recipes also have trash slots, so I don't know why the deconstruction orders for them are getting cancelled).

Re: [2.0.28] Changing recipe cancels deconstruction requests for contained items

Posted: Thu Jan 23, 2025 1:50 pm
by Genhis
Thanks for the report, I think this is not a bug. Please describe your use case / why it bothers you and share a save file for testing if you disagree.

Re: [2.0.28] Changing recipe cancels deconstruction requests for contained items

Posted: Fri Jan 24, 2025 2:59 pm
by IsaacOscar
Genhis wrote: Thu Jan 23, 2025 1:50 pm Thanks for the report, I think this is not a bug. Please describe your use case / why it bothers you and share a save file for testing if you disagree.
This issue has been annoying me when remote trying to craft stuff in remote view,
for example if I want to make a transport belt, and I have iron plates in stock but not iron gears, I could do this:
  1. Go to an assembler, and switch it to make iron gears
  2. place a couple of iron plate ghosts in the input slot
  3. once the assembler is finished, change the recipe to transport belts
  4. right click the iron gears that are in trash slots
  5. ghost place an iron gear in the input slot
  6. ghost place an iron plate in the input slot
Often however I do step 4 before step 3, and so I then have to redo step 4 as the deconstruction request is cancelled.

Another use case is when I want to make several different buildings, in which case I need to 'deconstruct' the finished buildings before a robot will place it. But sometimes I order the deconstruction before changing the recipe to the next building I want.