Module Inserter Extended


Mass insert/remove modules into machines with construction robots Significant rewrite of the original, with more powerful configuration options

Utilities
2 months ago
1.1 - 2.0
33.0K

i Multi insert modules into same buildings

3 months ago

Can you add the ability to insert multiple module configurations into the same building? For example, to insert productivity modules where possible, and speed modules where not, so that I can select and apply modules to the entire base with one button. it was able in original module inserter

3 months ago

You should still be able to do this, but how to set up the configuration is different.
You can add extra "fallback" module sets to any row by using the "+" button on the right of the module specification to do what you described - if the first set has productivity modules and the current recipe/machine doesn't take them, it will try the next set.
For example, in the sample image the default module row is configured like that - it will place productivity modules in anything that accepts them, if not then it will try quality modules, and if those also don't work it will try speed modules.
You can also make a separate row with the same machines, but also with certain recipes selected, to place different modules in a machine depending on what it's crafting (e.g. if you already have max steel productivity through research, you can set steel-producing foundries to get speed modules).

3 months ago

Really thanks, i didn't see that "+"

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