Add Green and Red wire to the Deconstruction Planner
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Add Green and Red wire to the Deconstruction Planner
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- impetus maximus
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Re: Add Green and Red wire to the Deconstruction Planner
why would you need that though? just rewire the connection to remove the wire.
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Re: Add Green and Red wire to the Deconstruction Planner
Really bud?
Try removing 200+ wires from a current setup when you want to do an overhaul and reconfigure...
Try removing 200+ wires from a current setup when you want to do an overhaul and reconfigure...
Re: Add Green and Red wire to the Deconstruction Planner
That's indeed a mess.
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Re: Add Green and Red wire to the Deconstruction Planner
Bump,
Devs, can you please look into this suggestion, I'm a rookie trying to learn the ropes of CircNet and all other features surrounding it as I am sure there are many others. It would be awesome if we could move on from either complete deletion (dont wanna do that with 48 full chests of ores) or the tedious point to point click.
TIA, DB
Devs, can you please look into this suggestion, I'm a rookie trying to learn the ropes of CircNet and all other features surrounding it as I am sure there are many others. It would be awesome if we could move on from either complete deletion (dont wanna do that with 48 full chests of ores) or the tedious point to point click.
TIA, DB
Re: Add Green and Red wire to the Deconstruction Planner
yuh, for some reason I thought this would be in there as would copper wire for the CDO people
Gonna point at picker extended again though (remove all wires from a structure with hover then CTRL+Delete or other keybind) Picker Wire Tool: https://mods.factorio.com/mods/Nexela/PickerExtended
Gonna point at picker extended again though (remove all wires from a structure with hover then CTRL+Delete or other keybind) Picker Wire Tool: https://mods.factorio.com/mods/Nexela/PickerExtended
My Mod ideas - https://forums.factorio.com/forum/vie ... 49#p107558
Remove (green/red/copper) wires using deconstruction planner
moved to similar topic, 2020-03-19, ssilk
Allow the deconstruction planner to be whitelisted with the different wires to make it easy to disconnect large areas from whichever network one chooses.
Allow the deconstruction planner to be whitelisted with the different wires to make it easy to disconnect large areas from whichever network one chooses.
Re: Add Green and Red wire to the Deconstruction Planner
Bumping this (instead of making a new thread).
Add regular copper wire as a deconstruction option too.
Add regular copper wire as a deconstruction option too.
Re: Add Green and Red wire to the Deconstruction Planner
Good idea.
It would also make fixing wrong wires remotely less troublesome. Currently I remove 1 or 2 combinators and place them down again hoping I got everything they connect to correctly in the update blueprint.
It would also make fixing wrong wires remotely less troublesome. Currently I remove 1 or 2 combinators and place them down again hoping I got everything they connect to correctly in the update blueprint.
My Mods: mods.factorio.com
Remove logic wires using deconstruction planner
TL;DR
Remove logic wire depending on the filters of a deconstructing plan.What ?
After playing 2k hours of factorio there is still room to optimize factories and my blueprints.I use heavily logic wires on un-/loading stations for balanced out-/input so all chests get empty/filled equally and the trains will not stay in the station because a single waggon is waiting for its progress.
So I have to correct the network wirings on the stations frequently.
Copying a "set of networks wires" fromn one station to another works already.
But the old "set of wires" will remain.
Therefore I need to remove them before copying.
Why ?
At the moment I have to remove all uneccessary wire manually first. And that takes a lot of time on complex setup.Supporting a deconstrucing plan with red and/or green wire would save a lot of time.
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Re: Add Green and Red wire to the Deconstruction Planner
[Koub] Merged into older topic with same suggestion.
Koub - Please consider English is not my native language.
Deconstruct wires
Hello,
I believe it could be very useful to include wires (Either power wires or red-green circuit wires) in the Deconstruction Planner. I often find myself in a position where I have to re-wire my machines and doing it by hand is tedious work.
In addition, I wish that removed or deconstructed wires would return as an item.
Finally, I wish that a blue print would indicate how many wires are being used in its design.
I believe it could be very useful to include wires (Either power wires or red-green circuit wires) in the Deconstruction Planner. I often find myself in a position where I have to re-wire my machines and doing it by hand is tedious work.
In addition, I wish that removed or deconstructed wires would return as an item.
Finally, I wish that a blue print would indicate how many wires are being used in its design.
Re: Deconstruct wires
moving to similar topic, even because it contains other ideas... but they belong together— ssilk
@dark_wynd: First: please post only one idea per thread. It’s ok here, but other topics can’t be discussed nicely, if there is a mix of suggestions in them.
For the deconstruction of wires: good point. The reason why this topic is moved.
Returning deconstructed wires: not good.
Why? Let’s place a blueprint: no wires needed. Deconstruct it: you have suddenly hundreds of wires in your pocket.
The only right way is to remove the wires as items totally.
Which is pointed out here
viewtopic.php?f=6&t=9092 Free cables/wires (Poles contain all)
And here
viewtopic.php?f=6&t=4203 Remove need for crafting (red/green) wires
Really old needs. I can really not understand, why this is not already done, because there is absolutely no gameplay value in crafting wires.
And a useful addition is this
viewtopic.php?f=6&t=75144 Remove all combinator wires by single click
And the question is then: why would you need to know, how many wires are in a blueprint, since they are free? Logically you need then also to know the number of power cables.
As said: the only logical solution to the current situation is to make wires and power cables free and as a tool. I can really recommend to use mod
https://mods.factorio.com/mod/WireShortcuts
@dark_wynd: First: please post only one idea per thread. It’s ok here, but other topics can’t be discussed nicely, if there is a mix of suggestions in them.
For the deconstruction of wires: good point. The reason why this topic is moved.
Returning deconstructed wires: not good.
Why? Let’s place a blueprint: no wires needed. Deconstruct it: you have suddenly hundreds of wires in your pocket.
The only right way is to remove the wires as items totally.
Which is pointed out here
viewtopic.php?f=6&t=9092 Free cables/wires (Poles contain all)
And here
viewtopic.php?f=6&t=4203 Remove need for crafting (red/green) wires
Really old needs. I can really not understand, why this is not already done, because there is absolutely no gameplay value in crafting wires.
And a useful addition is this
viewtopic.php?f=6&t=75144 Remove all combinator wires by single click
And the question is then: why would you need to know, how many wires are in a blueprint, since they are free? Logically you need then also to know the number of power cables.
As said: the only logical solution to the current situation is to make wires and power cables free and as a tool. I can really recommend to use mod
https://mods.factorio.com/mod/WireShortcuts
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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I still like small signatures...
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Re: Add Green and Red wire to the Deconstruction Planner
Going to bump this in light of the upcoming update and expansion - I suspect some people are going to have a lot of circuit connections to remove from belts, and possibly other things.
My thought on implementation was to add a dropdown (like tile selection mode) that makes it remove circuit connections of all selected buildings instead of deconstructing them. Dropdown could feature No wires, Green Wire, Red Wire, Circuit Connections, Copper Wire, and All Wire. This would allow filtering of entities you want to remove in large amounts, without cluttering the interface, and also allow for other options, like removing power connections on large amounts of entities too.
My thought on implementation was to add a dropdown (like tile selection mode) that makes it remove circuit connections of all selected buildings instead of deconstructing them. Dropdown could feature No wires, Green Wire, Red Wire, Circuit Connections, Copper Wire, and All Wire. This would allow filtering of entities you want to remove in large amounts, without cluttering the interface, and also allow for other options, like removing power connections on large amounts of entities too.