What:
If an inserter is pointing to a rocket silo, you should be able to click on the inserter and then configure it to either:
1. Insert into recipe ingredients
or
2. Insert into cargo.
Why:
Currently this is a Bad New Player* Experience.
*of Space Age at least
As described here, and also here, currently it is only possible for inserters to put rocket fuel, low density structure or processing units into the rocket part ingredients and not into the rocket cargo.
Now... bear in mind... that I generally play without logistic bots!
So this has bitten me in the backside, because off I went to Gleba, happily using remote view to set constant combinators to request things... only to find I now cannot request processing units and I can't do it manually because I'm not physically back on Nauvis. I shouldn't have to resort to using logistic bots for this.
Fortunately in my case, it doesn't ruin my entire game, since I did set up the ability to load green circuits, red circuits and sulfur (among many other things), so I can make the processing units on Gleba... but this is an arbitrary restriction, that you cannot load 3 specific item types into rocket cargo using an inserter - it should not exist. It's so frustrating when you discover this that I'd almost consider this a bug report rather than a feature request, but I know it'd only be moved if I posted it over in the bug reports forum, so here you go.
Specify destination inventory for inserters
Moderator: ickputzdirwech
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- Long Handed Inserter
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- AileTheAlien
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Re: Specify destination inventory for inserters
This seems like it'd be a weird interaction to try and handle from the inserters. Like, the UI would have an extra checkmark only for inserters, and the inserter needs to detect if it's pointed at a rocket silo. Maybe have a separate building that's for loading cargo into spaceships instead? I think that'd actually be better for new players, since the two buildings could visually connect, similar to the space platform hub and cargo pods, and only one of those can interact with inserters for cargo. Although, the silo's UI is where the cargo and launch button are located... This is a tricky UX problem. Maybe a third building, "launch control"!
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Re: Specify destination inventory for inserters
I did actually originally want to suggest adding a "Rocket part assembler" entity, which'd be a standard 3x3 assembler with a different look that would only allow placement directly adjacent to a rocket silo - then, rocket part ingredients would have to be inserted into the assembler, while anything inserted into the rocket silo itself would go into the cargo. And that's actually what I'd prefer!
I only suggested an extra configuration on the inserters since I figured that'd be simpler and less controversial for Wube to implement.
I only suggested an extra configuration on the inserters since I figured that'd be simpler and less controversial for Wube to implement.
Re: Specify destination inventory for inserters
Technically, rocket cargo is going into a capsule on top of the rocket. You'll need Very Long Handled Inserter to stick things there...
Whole space logistics affair is kinda rough towards completely new players, true.
It, however, is not a thing to be fixed with inserter destination filter.
The suggestion itself, however, do have some common sense.
I as player want to designate explicitly if this specific inserter should pick/stick things from/into:
- fuel slots (trains, tanks, cars)
- cargo slots (wagons, tanks, cars)
- ammo slots (tanks, cars)
- pure ground
Since cars and tanks just got some love in experimental updates recently, this another long-term vehicle related inconvenience might finally live to see its final days as well.
Whole space logistics affair is kinda rough towards completely new players, true.
It, however, is not a thing to be fixed with inserter destination filter.
The suggestion itself, however, do have some common sense.
I as player want to designate explicitly if this specific inserter should pick/stick things from/into:
- fuel slots (trains, tanks, cars)
- cargo slots (wagons, tanks, cars)
- ammo slots (tanks, cars)
- pure ground
Since cars and tanks just got some love in experimental updates recently, this another long-term vehicle related inconvenience might finally live to see its final days as well.
Re: Specify destination inventory for inserters
I like this idea. In fact, would it be possible to have a certain part of the silo, visually distinct, where you need to insert the rocket part ingredients (and which accepts nothing else), and when you insert anywhere else on the silo, it goes into cargo? I'm not sure if the engine supports that, but it would be a pretty nice solution. It would handle the UI issue pretty neatly I think.AileTheAlien wrote: ↑Sat Nov 09, 2024 9:35 pm This seems like it'd be a weird interaction to try and handle from the inserters. Like, the UI would have an extra checkmark only for inserters, and the inserter needs to detect if it's pointed at a rocket silo. Maybe have a separate building that's for loading cargo into spaceships instead? I think that'd actually be better for new players, since the two buildings could visually connect, similar to the space platform hub and cargo pods, and only one of those can interact with inserters for cargo. Although, the silo's UI is where the cargo and launch button are located... This is a tricky UX problem. Maybe a third building, "launch control"!
- AileTheAlien
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Re: Specify destination inventory for inserters
I don't think any other buildings in the game have different insertion areas or directions, which is why I suggested a different building. The closest thing is the pipes in different locations on buildings, but that's fluids not items. Splitters, inserters and miners are all directional, but not for inserting things into them, so I don't think it's a mechanic that could just be re-used to make rocket silos easier to work with.