Machines eject Prod Modules

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Kolt93
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Machines eject Prod Modules

Post by Kolt93 »

You can't use Productivity modules in a machine, that uses multiple receipts, and one of them not allowing of using prod modules. Receipt changes - modules get placed in trash slot with no means to place them back automaticly.
I propose to allow modules to be placed into machines automatically


First option: I'd like to suggest that machines simply ignore prod modules and their bonuses if not allowed by receipt.

Second option: Items from trash slots (including modules) could be used by machine, if the receipt needs/allows them.

Third option: allow inserters to be toggled to put modules into machines.


This prevents, for example, making an asteroid crusher that can do all asteroid receipts, as asteroid recycling receipts ban prod modules. The same goes for other machines.
The second option is most complex, but it would solve both modules problem and unnecessary buffering between changing receipts that demand the same ingredients (that are now dumped away first) and modules for each receipt can be put back into machine the way they were before, without leaving the machine and into logistic network. This would also allow, with some tweaking, setting different module layouts for different receipts.
JackTheSpades
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Re: Machines eject Prod Modules

Post by JackTheSpades »

Would be nice if the modules could be put back somehow but I don't think your third option is viable, since Assembly Machines 3 need Speed Modules in their crafting recipe and Production Science uses Productivity Modules.
So any attempt to automate them would forcefully put modules into the assemblers unless you block them with e.g. Efficiency Modules.
ikarikeiji
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Re: Machines eject Prod Modules

Post by ikarikeiji »

+1 for the first option, it'd be simple to implement and for players to understand.
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