zytukin wrote:tehroach wrote:zytukin wrote:To me it basically seems like your saying that steam is more involved because you *choose* to do things to make it a more complex design and layout instead of just pasting a generic layout anyplace that it will fit. But at the same time, have the complete opposite view of solar, believing that solar is too easy because of the *choice* to blueprint and clone a generic layout instead of placing them manually and in various areas.
To me it basically seems like you have missed the point!
If the point wasn't "I don't like solar because it is possible (although not required) to spam them via blueprint despite that fact I can do that (but choose not to) with steam and other things" then I apologize for misunderstanding and missing your point. :p
To be honest I don't actually use blueprints much at all, I like the fact that they are there as an option as they open up a whole valley of play-style options, however they don't generally fall into my play-style.
As I like to experiment and am not into the speed run type of game; every new factory I build, I intentionally vary from the last just to see the affects.
The point that I am trying to make has nothing to do with the fact that I like Solar power because in real life I love the idea.
The point for me is that IMO Factorio is about creating and solving puzzles in a fun way, but the puzzles don't have to have an exact answer; as two answers can be greatly different, yet still solve the puzzle equally.
IMO Solar in its current state is NOT a puzzle worthy of it steam alternative, which instantly nerfs steam out of the equation in the case of a numbers only game-play choice.
I think taiiat sums up my point nicely
taiiat wrote:but Solar is that easy. as long as it's connected with Power Poles, you're done. organization saves space, but you don't have to actually care about that. just place a lot of Solar Panels and Accumulators and repeat when you need more power capacity.
Solar Panels is one of the very, very few things in Factorio that has no Logistics involved - which is certainly strange.
zytukin wrote:tehroach wrote:This is the main reason that I made the AC/DC network suggestion, to add an element of the piping challenge (involved with steam) to solar
- The AC network would be the same as is now ie the footprint of the power poles.
- The DC network would not use the power pole footprint but instead would just be copper wire (similar to the circuit networks) where solar panels and accumulators would need to be connected to power poles via a AC/DC converter.
PS A mechanically rotating power generation device (ie wind turbine or steam turbine) will naturally produce AC power, where as a solid state device (ie battery, solar panel) will produce DC.
That is a good idea and adds a bit of realism to them.
But, what would it do besides just adding something else to the blueprint?
Basically just replaces substations with alternators.
Yes it wouldn't solve the problem entirely but it would add a puzzle to solar that it is currently lacking.
but after reading
zytukin wrote:I also wouldn't mind seeing the desert biome providing more power then other biomes.
If wear were to be implemented, then it could be counteracted by more wear and tare on the panels due to blowing sand.
I believe that zytukin(you) too believe(s) that solar is missing or lacking any interesting components or elements
You must admit that a 2 piece puzzle is boring!
IMO adding a few extra pieces, some random effect (ie cloudy/sunny days), biome variety (as zytukin mentioned) would go along way in addressing the problem.
Maybe if the bitter AI was attracted to solar panels,
-NOT in the same way they are attracted to other polluting modules, where they attack on sight
-instead the bitters would "like" them and want to congregate around them (maybe this could be applied to all undefended power poles),
-eventually building a base that would draw power from the solar grid (and anything connected) to spawn more bitters.