Quality options for chests and trains

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EndOfHistory
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Re: Quality options for chests and trains

Post by EndOfHistory »

Tinyboss wrote: Fri Nov 15, 2024 3:58 pm
BlueTemplar wrote: Fri Nov 15, 2024 11:48 am There are a lot of places already where different qualities can mess things up though, starting with items on belts themselves...
Only if you screw it up all by yourself, though.

I'm talking about introducing a change that would mess up factories that were previously designed correctly. That's the point.
But the same holds for legendary trains. Your base will not just suddenly stop working if these trains start existing, but if you actively put them into your system yourself then you have to make things work.

I don't see how this is any different from a base working fine without quality items and you then mucking things up by putting rare circuits on the bus.
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Re: Quality options for chests and trains

Post by Tinyboss »

EndOfHistory wrote: Sun Nov 17, 2024 10:59 am But the same holds for legendary trains. Your base will not just suddenly stop working if these trains start existing, but if you actively put them into your system yourself then you have to make things work.

I don't see how this is any different from a base working fine without quality items and you then mucking things up by putting rare circuits on the bus.
I see what you're saying, but the key point is that trains with different qualities are no doubt in many people's factories already. They made the choice on the basis of hit points, convenience, or maybe just as something cool to do, but without any gameplay implication. If cargo sizes are changed suddenly for trains in the network, it could break things in the situations I mentioned above.

While it's technically possible that the chest size change could break some people's logic, it's infinitely more likely to mess with train logic, and my guess is that this is the reason they didn't do it for cargo wagons. It's only my own hunch, though, so take it for what it's worth.
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AileTheAlien
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Re: Quality options for chests and trains

Post by AileTheAlien »

CyberCider wrote: Fri Nov 15, 2024 8:23 am iirc the devs said they will never add quality effects for trains, because it’s hard/annoying to replace working trains in a running base
If I had better effects on quality trains, I'd go through the effort of replacing them. With train-groups it should be easier to upgrade, since you could send all of your iron trains (or whatever) to a depot to be dismantled, and start a new group like "iron ore (rare)". Then once all the old ones are gone you just rename the new train group.
Tinyboss wrote: Sun Nov 17, 2024 2:27 pmtrains with different qualities are no doubt in many people's factories already
But like...how many people would upgrade their trains just for some health? Like, wouldn't your trains already be protected by walls and turrets, and just move around your base at full health? Even if they're moving between different outposts, the aliens attack places of high pollution on Nauvis, and high spores on Gleba (or whatever it is), and your trains should have a negligible amount of either irritant.
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BlueTemplar
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Re: Quality options for chests and trains

Post by BlueTemplar »

You've forgotten about those pesky engineers sometimes crossing the tracks. :P
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Re: Quality options for chests and trains

Post by Tinyboss »

AileTheAlien wrote: Sun Nov 17, 2024 10:29 pm But like...how many people would upgrade their trains just for some health? Like, wouldn't your trains already be protected by walls and turrets, and just move around your base at full health? Even if they're moving between different outposts, the aliens attack places of high pollution on Nauvis, and high spores on Gleba (or whatever it is), and your trains should have a negligible amount of either irritant.
I don't know what else to tell you. They had a reason and that's my guess. You got a theory?
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Re: Quality options for chests and trains

Post by Mavets »

Just need to add quantity over quality on the trains. it will loosen up and more than make sense!
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Re: Quality options for chests and trains

Post by HadesSupreme »

CyberCider wrote: Fri Nov 15, 2024 8:23 am iirc the devs said they will never add quality effects for trains, because it’s hard/annoying to replace working trains in a running base. And trains can already be upgraded by quality fuels and networks built for larger sizes.
Seems like a really weird take. What if I get quality before trains? Both are green science. What if my whole base uses only one 30 wagon megatrain that brings everything in at once? I can imagine bases where its annoying to replace trains, but I can also imagine bases where other game mechanics are annoying. Try diagnosing problems with belts after you mistakenly waved an upgraded planner around an hour ago and screwed up your braided belts or a deficit in undergrounds caused only half of something to be upgraded.

Also quality effects do appear on artillery wagons, so they do work on some trains. Maybe I have all my cargo trains with a single artillery at the end, if I'm gonna replace all those artillery might as well replace the cargo wagons as well?
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Re: Quality options for chests and trains

Post by AileTheAlien »

Tinyboss wrote: Mon Nov 18, 2024 1:32 am You got a theory as to why some people would have built quality trains just for health?
My point is that they should be a rare enough that they can just go through the hassle of downgrading their trains, or set whatever filters they need to on the extra cargo slots. (For fluid wagons, they'd already have their schedules and interrupts waiting until the wagons are empty, because you can't mix fluids.) Without a full recycler setup, you're multiplying the cost of your trains by a large amount to use quality. I can't imagine very many people did that for trains, because they only get a health bonus and they're not a stationary target for the bugs to attack. :?
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BlueTemplar
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Re: Quality options for chests and trains

Post by BlueTemplar »

If that's enough of a potential annoyance, they could just delay it to the already expected 2.1, so more people are paying attention to the changelog.
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Re: Quality options for chests and trains

Post by Tinyboss »

AileTheAlien wrote: Mon Nov 18, 2024 6:57 am
Tinyboss wrote: Mon Nov 18, 2024 1:32 am You got a theory as to why some people would have built quality trains just for health?
Why did you quote me and change the quote? That confused me first thing in the morning.
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Re: Quality options for chests and trains

Post by AileTheAlien »

One more idea I had: quality trains should have shinier paint. Right now they're dull and desaturated, which makes it hard to distinguish them without moving the color sliders to extreme values. (There's a mod for better paint that is basically what I'm talking about.) I'd make the colors more saturated and shiny with increasing quality. :)
Tinyboss wrote: Mon Nov 18, 2024 3:07 pm Why did you quote me and change the quote? That confused me first thing in the morning.
Because your grammar was horrible! :P
Last edited by AileTheAlien on Wed Nov 20, 2024 4:03 am, edited 1 time in total.
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Re: Quality options for chests and trains

Post by zig1000 »

+1 to trains feeling awfully under-scaled without quality buffs. Maybe to avoid breaking existing setups, when upgrading saves the extra slots on any existing trains can be limited back down to 40 using the existing slot-limiting system.
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Re: Quality options for chests and trains

Post by gujarat6 »

I think all of this should be at least moddable, if not in the base game, then just make it possible for us to bring this into the game by ourselves.
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Re: Quality options for chests and trains

Post by ChefOfRamen »

CyberCider wrote: Fri Nov 15, 2024 8:23 am iirc the devs said they will never add quality effects for trains, because it’s hard/annoying to replace working trains in a running base. And trains can already be upgraded by quality fuels and networks built for larger sizes.
When did they say this? I can't find anything searching the FFFs.
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