If you know what you are doing there's few reasons. But if you try setting a refinery for the first time, it's different, you might not find the AOP in the tech tree easily and understand in advance that this will solve the problem since you have cracking. You can conclude that only if you already understand the general system.Antaios wrote: βMon Jul 29, 2019 11:33 amThe thing is, I see no reason why someone who is running out of space for tanks (surely you can fit a pipe to a tank somewhere else, if you're desperate), or doesn't want to continue making them, wouldn't look through the tech tree and see advanced oil processing, right there. This information is all available to the player, the information they need to focus whatever goal they want, if the player is truly feeling like it is a problem.mmmPI wrote: βMon Jul 29, 2019 10:57 am I do understand your others points, this one i'm a bit torn, like yeah adding tanks is the legit way to do, this is not a cheese and basically is integral part of why there is a problem in the first place, how many tanks will be needed ??? o damn i need to fix that thing i can't continue adding more.
But then you can remove them at no cost ( which would be a torture for newplayers if you can't EDIT: well just shoot them is enough i guess). so ehm not fully satisfied.
Even if you do, you might be running low on ressources/ attacked by biters, taking lots of times to setup your blue science, trying to make robots with only BOP, and wrongfully conclude that you need to burn all the byproducts as solid fuel ( and feel you can't) , you can also have build like only 2 refinery surrounded by chemical plants everywhere, and don't understand why the tank you are adding at the other side of the factory are not filling up. ( personnal memories were used).
The idea is not baby-proofing so that it become absolutly impossible that the player be tempted to remove a full tank ever. Nor is it to punish beginners for trying stuff, but imagine someone ask you like a quick tip, you can't explain them the whole system, you'd say just " build more tank before AOP " is weird, saying like "if you have too much of this make this", " if you have too much of that make that". So that you understand in a basic form the output blocking problem.
Sure you don't have a way to effiently solve it, but you have an "good way" to "wait" before you have this more elegant way, that is cracking.
One "good way" to wait would be science consuming the proper ratio. ( no need for storing unless you try something out of the beaten path, and there you'd still have a way to solve your problem by storing a more transformed product , solid fuel, or sulfur, so that you are less inclined to remove tank, but rather build chest.)
I do share many of your points , the difference between 2 and 3 outputs in complexity is very small, but yet i hope it is enough.
The GUI /tutorial improvement might be redundant ( better safe than sorry as long as it doesn't impact negatively the game right ?)