Shift + T: Add item on cursor to temporary trash. Allows saving of different logistic request setups Enable autotrash only in certain logistic networks Load your spidertron with.Importing from a blueprint from the library will only remove the missing items, keeping everything else intact. This mod may change your vanilla Logistic and Auto Trash slots at any time (depending on your settings), so i suggest to configure them only in the mods gui if you dont want to loose your changes. If you have modded items configured and import the string in a save without these items you might even loose items that are still available. Export/Import: I suggest to keep the created strings as a blueprint in the blueprint library.This mod may change your vanilla Logistic and Auto Trash slots at any time (depending on your settings), so i suggest to configure them only in the mods gui if you don't want to loose your changes. Explore them for loot, adventure, or entertainment, but beware, some still have running defenses from the last player that landed on the planet, with more successful colonies having better defenses. These ruins are destroyed fragments of bases, forts, small oases, and more. Shift click configured items in the gui to quickly reorder them: The Ruins Mod adds randomly spawns ruins in the world.Pause autotrash when not in a certain network.Load one or more preset after respawning.It gets really annoying to have to scroll through and find 5+ items to adjust to specific quantities. Yet now I get a headache having to always adjust auto-trash for every item that applies to my current project. It is an amazing feature that saves me a lot of headache. Blue: some items are on the way, but not enough are available When Factorio devs added the auto trash functionality I was forever grateful.Export/Import the configuration (as a string or blueprint).Configure request and trash settings in one window.This keeps them from clogging up inventory during cut/delete operations. Assuming I even feel like it's that big of a deal in the first place.Īlso, whether you intended it that way or not, saying that including something like that is just "good ux" is implying that the current ux isn't good, and thus is an insult towards the devs (from my pov).Configure different presets for your Logistic request and Auto trash slots Playing Angel+Non mods (not that I think it matters) I make heavy use of auto-trash, pinning things I never want to 'zero/zero'. Or in cases where I can't let the flow stop, I'll run a temp bypass. Personally, if I don't want items off a belt, I handle it the same way as I would pre-bots: I rotate a belt segment prior to the area I'll be working in and let it clear out, then do my work and once done, rotate the belt back. And I certainly don't think we need more options for "only use my personal roboport for blueprints", or even the opposite! (Just making the point right there.) Frankly, I feel like these types of niche use cases are mod territory. The original request can already be handled by the in game trash options, though maybe there could be ways to improve that and make it easier to use (never used the Auto Trash mod, but maybe if there was some way to save and load predefined trash settings?). This feels less like a "good ux" issue and more of a "I want an option for this niche use case" which easily turns into other people wanting options for their niche use cases, and before you know it, you've got 50-100+ options for niche use cases.
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