Ctrl-click on buildings with upgrade-planned module change should make the change

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

redrook
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sun Nov 24, 2024 10:14 pm
Contact:

Ctrl-click on buildings with upgrade-planned module change should make the change

Post by redrook »

I noticed that when one drags poles along a blueprint with poles, poles get built at the positions they are at in the blueprint instead of the default mode (that either maxes out the distance between poles or attempts to power all buildings, or both).

That's amazing!

But then I used upgrade planner to plan a change to modules in a bunch of assemblers - not just insertion of modules into empty slots, but a change in the modules inserted already - and by expectation of consistency with the above feature, tried to ctrl-click inserting the new modules on an assembler building.

Nothing happened (all done pre-bots).

I get it that trying to drop or insert modules like that into an assembler with all slots already filled with some other kind of modules can not be implemented reasonably due to ambiguity - which modules does the user want to replace, and how many? Unclear. But if a very specific swap is setup via upgrade planner, ambiguity disappears. So long as the user is holding one of the destination module types in the cursor of the mouse, it's unambiguous that all swaps that can be made given modules available in the inventory (+ mouse cursor) could be made.

It definitely shows up as a use case in runs with heavily increased science cost, where modules become very useful tool well before bots are available. And arguably, for experienced players, Space Age in particular practically requires an increased science cost to be fun for those of us who likes building designs when they are actually necessary to solve some problem, as opposed to just out of curiosity or for "bigger number better" purposes.

Cheers!
butchericicl
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Sep 24, 2025 6:45 am
Contact:

Re: Ctrl-click on buildings with upgrade-planned module change should make the change

Post by butchericicl »

In situations with high science costs or in the late game where manual module changes are frequent and tedious before bots appear.
Post Reply

Return to “Ideas and Suggestions”