Re: Dirty mining features ideas

In my opinion, the current limited resources prevent us to enjoy a lategame base in default options. Because while rockets are launched, the mine outposts get depleted. Most of the time is spent replacing outposts. It feels like we're only sustaining the base, not improving it.

My thoughts exactly. I think I've written up a gigantic post myself about this somewhere but couldn't figure out which FFF mentioned dirty mining. Thank you for supplying that!

There we go! viewtopic.php?f=38&t=46557&p=268436#p268436

I'm happy to see other people actually caring about dirty mining enough to write stuff like this. I can say with hard certainty now that I can't enjoy Factorio as a single-player game because of the lack of dirty mining. Later on, I'm stuck constantly adding more mines rather than actually automating things and I start measuring the game in "number of ore patches I have to hook up" rather than "Number of ore I'm getting according to the Production screen". While that concept was mildly amusing for about an hour, it quickly got tiring when Factorio stopped being a game about automation.

Obviously /a/ solution is to turn the richness up, but I don't think that's a very good one. Taking that route makes the logistics are way too easy early-game and I get bored two hours in. I want to have to care about setting mines up and to have the logistics be reasonably complicated during the early-game and late-game, but at the same time I don't want to have to have to shift 90% of my focus over to building new mines as time goes on.

Simply altering the algorithm to make further ore patches have even more richness than they do now won't work either, because after a certain point the logistics become simpler with all the extra technology we have late-game. I'm sure that setting up mines will still feel like a chore rather than something fun and interesting. Sure, I'll have to merge more belts down to 6 lanes for loading onto longer and longer trains, but all that requires is me setting the train station further and further away to give more room. Having to use a train consisting of fluid wagons /and/ cargo wagons mixed together and interweave them in to the stations would make things a lot more interesting for me.

Just a thought, maybe for kicks we should try generating a map with an insanely large uranium deposit somewhere and pretend that's where we're gunna set up dirty mining, just to get a feel for at least /some/ of the supposed mechanics. We can see how it feels from there. Obviously it won't have infinite resources, but at least we can play with mixing two wagons together and having to work with the scheduling to get things to run smoothly.
Statistics: Posted by Nofew — Fri May 19, 2017 5:00 pm