Make underground belts upgrade for length while dragging

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BicycleEater
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Make underground belts upgrade for length while dragging

Post by BicycleEater »

TL;DR
When drag-placing belts and crossing obstacles which the belts don't make it across, the game should use higher level belts if available.

What ?
When dragging to place belts (or ghost belts), and an obstacle is reached which the current undergrounds cannot make it under, a higher level of belt should be used if it can make it, and is available. Example case:
Before.png
Before.png (1.19 MiB) Viewed 570 times
What you get:
Dragged.png
Dragged.png (1.2 MiB) Viewed 570 times
What you want:
Manual.png
Manual.png (1.17 MiB) Viewed 570 times
This can get much worse in modded playthroughs where many lengths of belt are available, and will likely get worse with quality adding longer undergrounds:
Modded.png
Modded.png (1.6 MiB) Viewed 570 times
So, the conditions to use a better underground should be:
  • The previous underground went straight into an obstacle, or couldn't reach at all
  • The better belt is available for use (in the inventory of the player if placing, or in the network if ghost-placing)
If the better belt won't make it, the system should default to current behaviour.
Why ?
When trying to route difficult belts, dragging is almost perfect, as it normally gets around obstacles, however, when obstacles are too long or complex, it cannot do it - this is expected, as of course many paths are impossible without more complex reworking, however, having to switch to a better belt type for a long underground section is not uncommon, particularly when that belt type is still relatively rare/undermanufactured, so using it universally is wasteful and irritating.
The action of having to switch to a better belt type to do an underground section is repetitive and doesn't add interesting gameplay challenges.
This feature would be particularly useful when building a new outpost (on a new planet even) where resources for expensive belts are limited, but can be used where necessary.
Also, if quality introduces longer undergrounds, those belts will get very expensive, so using them should be restricted to when necessary, and building entire belt routes in higher quality would be pointless. So the player would have to switch between belt qualities to do long underground lengths.

Illiander42
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Re: Make underground belts upgrade for length while dragging

Post by Illiander42 »

One problem with this is knowing what you have available.

Should it only use lengths you've researched?

Built at least one of?

Built enough of that the combination of logi network and player inventory have enough?

Not saying this wouldn't be good, but it's a little more complicated than first blush would suggest.

BicycleEater
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Re: Make underground belts upgrade for length while dragging

Post by BicycleEater »

I was thinking if you were building by hand, do it from inventory, if by ghost, then what is in the network.
If by ghost and not in the network? Probably by what is researched.
I'm not too bothered if it uses belts the player doesn't have, as nothing it was gonna do before would get it to work - at least this way it gives a "missing item" alert.

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