Hi
I registered on this forum after playing factorio every couple of months for 2 years (?) just for this topic. That's how important this feels to me.
tldr first:
Nerf LOGISTICS bots. keep construction bots.
Don''t buff belts. (much)
Long version:
To me, there are several milestones when I start a new factorio base, and as I'm writing this from memory, I might miss some, but then again this could make it more accurate, because a forgotten milestone can't be that important.
1) automated smelting and the start of a main bus.
This is very obvious, but this point is the actual beginning of the game for me.
2) Electricity
Obvious again, but definitely feels like a milestone
3) first automated production of items for player use (make-everything v1)
this hugely speeds up the game/factory expansion.
Now something interesting happens:
These milestones are relatively close together (in time) and the game enteres a different phase.
Now I am off the rails, and have to decide what to work towards
This decision is invariably construction bots which is milestone
4) construction bots and personal roboport
again a huge speedup of the game and factory expansion.
Construction bot enable me to:
- easily try different designs of production lines
- quickly rebuild large structures
- clear terrain of obstacles (trees...)
Basically allow me to focus on the bigger picture, instead of manually building every small detail of my base.
5) solar power/accumulators/laser turrets/walls
this is the next big thing for me. At this point I wall off my factory and expand by walling off large roboport-sized chunks of land and securing it with walls/turrets.
The milestone here is having room to build without worrying too much about defenses and power.
6) logistics robots.
Now, this is a strange point for me.
I have a love/hate relationship with logistics bots.
- I am aware that they are the best way to do things.
- They enable very efficient designs not possible without.
- I love to use them for transporting one-off things. For example consolidating materials to one place after rebuilding a part or parts of your factory.
- Transporting very low volume, high cost items to a central place where you store them for use, or supply them to where they are needed.
- Supplying me through logistics slots in inventory (awesome)
- keeping ammo in turrets
I hate them for large volume continuous production (i.e. magic-air-belts)
- This for me breaks the game and takes all challenge out of it, except for the "How do I build more robots so that I can build more robots" challenge.
Of course I don't have the discipline to completely avoid that, and that is usually where I stop playing for a couple of months, until a new patch brings something new to the game.
Logistics bots as belt replacements break the game:
- you don't have to plan ahead.
bots fly, so you don;t need to make room for belts or plan the layout of your base in any but the most basic way.
- expansion is trivial.
need more X? plop down your blueprint an done.
no need for input/output planing, resource routing etc. bots do it.
in short, the game becomes boring and I stop playing.
In my opinion, the perfect solution would be something that enables logistics bots to fulfill the small volume transport and player supply role. but nothing else.
Unfortunately I have no idea how one would achieve that, but that's your job
In closing:
I have no idea if or how much my style of playing / opinions align with the majority of players, but this one factorio player would very much appreciate a big fat nerf to logistics bots.