IronCartographer wrote: ↑Wed Jul 24, 2019 3:26 am
FuryoftheStars wrote: ↑Wed Jul 24, 2019 2:46 am
Wouldn't this delay sulfur processing and, by extension, batteries (accumulators, bots) and explosives?
It spreads out the oil learning and building process, yes. While it does reduce choice (enhancing focus on the fundamentals of basic fluid handling) at first, unlocking blue science happens quickly and advanced oil is displayed prominently.
Countless new players have rushed to exciting new technologies while disregarding advanced oil processing until it's too late. These changes push back the complications just long enough so that when they hit the full complexity increase of oil they will still be unlocking new things--driving production and scaling of their oil industry in order to try out the new toys.
It's an inversion of the philosophy of forcing advanced circuits through science directly, but one that just might work as there are so many other reasons to want them in abundance.
I'd rather us not push some of these techs out further, though. That and 1 in 1 out still feels wrong to me, and still pushes the 3 fluid "why is my production halting cause I can't see the backup in the pipes" problem out. I mean, all the techs between BOP and AOP right now are supposed to use the fluids so you, theoretically, don't get blocked up too much. Just personally, I don't think the usage is properly spread out between them.
RocketManChronicles wrote: ↑Wed Jul 24, 2019 12:15 pm
DanGio wrote: ↑Wed Jul 24, 2019 11:38 am
RocketManChronicles wrote: ↑Wed Jul 24, 2019 11:23 am
PacifyerGrey wrote: ↑Wed Jul 24, 2019 10:15 am
However sadly this still does push back construction bots due to those indirectly requiring red chips. Maybe this could also be modded a bit to grant most satisfying experience.
Ahem, Construction Bots require Green Circuit Chips not Red Circuit Chips.
Don't you need a roboport to make them work ?
For the roboport and the personal roboport, yes. But you can still make construction bots!
PacifyerGrey did say "indirectly", and seems you need roboports to be able to make it work....
Muche wrote: ↑Wed Jul 24, 2019 1:50 pm
Maybe Engine units would be a good candidate for multiple outputs?
Where would the iron plate come from? Based on the input ingredients, you could feed in less gears or pipes to not get that, and getting it from leftover steel doesn't make much sense (as you'd essentially be "unsmelting" some of the steel). While I would support the idea of trying to put something like this in earlier than oil so the backing up can be visualized, in order for it to work, it really has to be something where it's logical that you can't simply trim down some of the input to avoid "leftover" output. Unfortunately, nothing easy comes to mind.
But, as time goes by, as others have pointed out:
Yijare wrote: ↑Wed Jul 24, 2019 1:42 pm
It's clearly an UI/UX problem, because it is not indicated what causes the problem.
I, too, am becoming less convinced on that people can't understand the backing up and more convinced that they're simply not "seeing" it.
Roxor128 wrote: ↑Wed Jul 24, 2019 6:35 am
include a red blockage indicator light above each output on the model (well, sprite) that turns on when that output is blocked. Inside the window for a machine's details, turn the backgrounds of blocked outputs red for all machine types.
The indicator light could definitely help, though it'd have to blink, too, in order to have a better chance of being spotted. And yes, in the gui for the machine it should have a red background. I thought it already did, but I noticed yesterday that it's yellow (insufficient inputs are highlighted red). My guess why the devs did this is because it follows the color scheme of the Bottleneck mod that so many want integrated in: red for can't run due to insufficient input, yellow for running but no place to put the output/blocked up.