Again to hard to keep short:
TLDR:
>I understand the end product should snap as LEGO, but simplification seem not to be leading to more consistency or logic clearness. >Factorio is about ending in a mess in your very own way, according to your own rules. The current functions should be tweaked for implementation rather then removed to prevent the finished Factorio feeling hollowed out (sold as NPE).
>This " notion" feels senseless for modders and their hours of work.
>No registered download for a player does not mean no value(i appreciate the option).
>Some further questions/alternative suggestions.
Current thoughts:
I loved it to feel, after 2K+ hours of playing vanilla, that i feel still not ready to do mods like Bob, but i definitely intend to do them "after the next one". But having the option to add a (almost) infinite layer of complexity is great mind dizzling and the core strength of Factorio. In Factorio ideally your brain should (is) be the limiting factor in playing, the point where it is too much to process. You' ll end up in a spagetti/rail mess anyhow. Every player has his own limit, how far he can/want to go enjoyably. Independent of being hard/complex or easy/simplified. Compare end games of old SNES Simcity and Cities Skylines here to get a picture.
Modding and (optionally used) functions always were a great feature of the game, and partly slammed out the game in a single friday as a accident for a great NPE.
I'll send my bag of (heart shaped) gummies to Bob this week! I mean; he clearly shows the purpose of the intended functions, and that these are appriciated by players. I think the modding community should deserve their own reply, for all the work what is done and planned. Even when this is "just in early acces" it is a rather surprising plot twist.
And what do we get out of it, more performance?? Release date? Or is it only for the NPE? In that case i suggest you remove signaling and logic wire too.
Trainsignalling and combinators are thinks not everybody understands, but those are what this game makes so great.
I cant make a picture of the described target audience for these changes.
I mean all these current players learned everything even without a shiny tutorial. You already sold a million copies that way! All these little things give different options to how you play your Factorio: This game is a sandbox, we set the challenges ourselfs, and want to be as creative as possible.
You' re serving a niche market with Factorio, if we didn' t like complexity we wouldn' t play a game about complexity. Things like mining speed and assembler tiers are great and should be used better (like Bob is doing) so they make enough sense that people will understand it.
Modders is where development of Factorio ideally would end after official abandoming, when you devs chose your next project. Keep modders on board; we all want a "Dutch train set" 20 years after release for Factorio (aka post release active community like OpenTTD)
-If you remove the pickaxe please explain why there are 3 weapon slots in the same filosophy. And why everybody has a chest with a unharmed pistol in his base.
-How are these people you mention in the mining video supposed to shoot in Factorio?
>They are playing factorio now, so its the wasdxcv-problem
-Now you end with 3 machines basicly doing the same thing, in different speeds (why not doing that as the pickaxe " solution")
> Redivide recipies to the different tiers (just give them 3 tech level (sold as required crafting precision or something like that), that would also increase the playability of the lazy bastard achievement (which is a great one, imho the most noble way of playing Factorio). Not the most efficient, but mind dazzling nontheless.
-Would the axe problem exist if we had enough logic slots?
> Then we all do a grey crafting machines for pickaxe production, later upgraded by a steel axe assembler and a logistic box, I have never seen those, which is sort of strange. Not necessary to manage, but a nice option for increased efficiency (more automation). The inventory slots (ammo and pickaxes) should be simply secured by logistic bots, that would save slots in logistic inventory too. Target is automate everything, right?
-What if grey assemblers can run on fuel to give a good distinction and use on its own (might add 1 ingredient)?
>Well?
-You cant chop a tree with bare hands in seconds, you definitly need a pickaxe for that!
>A hi tech infini-axe could also serve the problem without removing the mechanic of a tool. Its core question of the game, how to resock yourself in low and high volume parts, manual of automated. (logistic slots most of the times too costly compared to manual crafting.) Chopping trees with a pickaxe was a great meme (even
sang about ):(