eradicator wrote:Personally i hate that sort of staged-upgrade crafting. It just adds a pointless/illogical nessecarity to craft all the crappy old furnaces all the time. Maybe you managed to reduce the amount of old garbage items in stock, but at the same time you just required perpetual mass production of said garbage items. Also an electric furnace is not some old used stone furnace with a few coils and steel plates tacked onto it. Imagine someone seriously told you that $Smartphone X+1 is made by attaching a bigger processor, bigger battery and some memory chips onto an old $Smartphone X, you'd be laughing the whole day.
eradicator wrote:I just consider staged upgrades bad game design. If there was alternatively a way to upgrade e.g. a burner inserter into a regular one, sure, go ahead. But making that into the only path to build a regular inserter is just broken. Why would anyone design a production process for a regular inserter that requires to first construct a burner inserter, and then dismantle said burner inserter just to remove the fuel recieving mechanism and replace it with an electric motor? Anyone sane would design it to be built with the electric motor in the first place.
Honestly, I can't agree with you more.
My stance on this can clearly be seen with electronics. each tier of board is built outright, but with a lot of similar components as the previous tier. I think this sort of layout works, but then it only really works with intermediates, or where the end product is destroyed when it's used. more on that later.
I designed my modules with upgrading each module in mind, and included a merging path. honestly, it didn't go as well as I hoped, mostly because it favours the merging route, instead of the initial path. If you try to hand craft a raw productivity 8 module, it will build a speed module 7, productivity module 7, 2x pollution cleaning module 7s, 2x effectivity module 7s, merge the pollution cleaning and effectivity modules into green module 7s, then merge all 4 of these together into a single raw productivity module, then upgrade that to a raw productivity 8. This is the longest most expensive path possible.
what it should have done is make a raw productivity module 1, then upgrade it step by step to 8.
The base game layout is mostly why when it comes to most world buildable entities, you need the previous tier to build them. take for example an assembling machine 3 being needed to make an assembling machine 4. but I also did tweaks so that the 3 only costs a single 2, not 2 of them, I mean, if you're upgrading a 2 to a 3, why does it need 2 of them?
I also did an experiment with robot stuff in logistics so that you can build robots of the right tier straight up, with appropriate costs, but it does leave that hole where the old ones go unused. which is where recycling them back for raw materials would be a good idea, but then if everything you build costs titanium, why would you need your steel and aluminium back?