ShizukaMiyuki wrote:
Question though, why is it so hard to ignore? I rarely use it, and not bothered by it, are people really starting to degrade to the level stupidity to ignore something that doesn't affect the game-play massively?
It's hard to ignore for two reasons:
1. Players won't know beforehand how much circuit networks are a waste of time. They'd have to study these things in every possible way, in order to conclude that.
2. However, starting with 0.13, circuit networks will slowly
become impossible to ignore.
did you factor in the silent people or dare I say majority to your discussion on steam?
I can't factor in people who merely
glance at my review. All I can assume, is that the ratio is the same for them too. (The ratio is now closer to 50%, now that it's become known to the
forum people. It used to be something like 27 positive, 7 funny, 0 negative, and I'm being really nice to them when I factor in funny votes as negative.)
most people avoid the steam forums, as most of the time steam forums is a cluster fuck of brain dead idiots, most of my friends have the same opinion, the reason why they ignored the steam forums in the first place.
I don't consider the Steam reviews to be part of the Steam forums, and I consider Steam users to be the average game buyer, whether they're idiots or not.
...but I think it's the opposite: People who would want realism in their games, show that they're used to understanding what they experience, as opposed to idiots who will accept anything with the reason that "it probably makes sense somehow".
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The Phoenixian wrote:One of the most useful parts of the circuit network is that it allows you to throttle or stop production once a certain goal is met.
That's already built into the system: Things automatically stop producing things once the belts/tanks are full. I like this away of handling things.
...and if you REALLY want to stop production of something, you can just remove an inserter, or a piece of belt. I've never found myself thinking to myself "Gee, if only I had one of those 'combinators' right now, then that would solve my problem.", because I already know how to solve my problems without ad hoc solutions.
Even today there's good use for it, as it allows you to have limited storage for oil products without complicated setups.
I've never wanted to fill a storage tank only half way. ...and if I wanted to limit my storage, I could just remove a tank. There are even two ways of draining a tank before you remove it: Either cut off the in flow by removing a pipe, or use a small pump.
That turns these clunky abominations that are the elder pressure regulators, into a simple wire, tank, and pump.
...or just a
power line and a small pump. You don't need pressure to be turned on or off, and if you want that, you can just remove the power wire or replace the pump. I've always assumed that the large pumps provided an infinite amount of pressure, but if I ever run out of ingoing pressure, I can just build and place another large pump.
Even beyond the original machines it replaces, you can use either additional wired pumps or combinators to create AND and OR logic chains. If you want to, say, 1: Keep producing oil, 2: Keep a mimimum reserve of light oil and heavy oil, and 3: ensure that you have enough petroleum gas you can set up logic to send fluid to cracking or solid fuel when
1: You have too much of any one type and your tanks are getting full.
OR
2: You have a shortage of light oil or petroleum gas.
AND
3: You are NOT running low on the oil you're converting.
...or you can rig it up so that it's
always producing what it's
capable of producing, and set up the system so that the ratio between cracking plants, oil processing plants, in flows and out flows, are just right.
Do you see now, how the circuit networks have
kept you from
actually solving the problems you had with production flow?
But for a future scenario, imagine if you have robotic aircraft, let's say combat bombers, which must be produced in a factory and, like in many traditional RTSes, require a dedicated landing strip.
I can only recall Starcraft, where the carrier drones landed perfectly fine on their own.
In order to ensure that you don't run out of landing strips but also keep a full complement of aircraft, you can use a combinator setup to detect when your planes have been destroyed. Attaching a clock and detector to the landing pad so might tell you when it's been gone on a bombing run longer than is actually possible for instance.
I really doubt that there will be robot bombers in Factorio, but if there were, I don't think there would be any challenge to flipping a switch to set a strip to automatically bomb the surrounding area. That's a
tremendous first world problem.
Besides, we are already automating drone networks perfectly fine, without having to play dumb in order to shoehorn in circuit buildings. You can currently set a chest to automatically supply drones as they run out. Why not link it to a bomber drone in flow, if you want that?
Likewise, you might have another circuit network setup to assign the bomber to go to the next free landing pad.
Now you wish to make part of the AI programming manual as well? Do you really think people would buy such a game, if they knew that you'd end up having to program AI:s? That's not what they sign up for. They sign up for building things that automate. They sign up for managing production flow.
Similarly, one could have automatically produced tanks, and C&C style ore harvesters with similar restrictions to ensure that you have a full compliment but do not overproduce and that they go to the regions where they are needed upon creation. (A forward mining depot so they can receive orders on which mining patch to mine and defend for instance.)
If you want only thirty ores to be produced, put down a mining rig, link it to a chest, and use the red X in it to set the maximum limit to 30. ...or you can have a requester chest request 30 ores. It's really not hard to solve these problems.
Yes it's "Unrealistic" but IMO Realism is mainly worthwhile in the ways it can serve gameplay. In this case a large physical size of these machines serves gameplay better than perfect realism as it creates a small puzzle aspect to placing the pieces. Yes, it's not a lot of space. But it's there and it means that you need to think about placement and optimizing for space efficiency, with the allocated space requirements increasing as logical operations become more complicated.
Well, I hate to break it to you, but you're a really poor puzzle solver if you require complexes to solve things that I can solve with a minimum of components.
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Evan_ wrote:I don't get it how can the presence of a feature he doesn't use annoy someone. Do combinators take that much screen real estate on the crafting panel?
I've already answered this, but if you want further reading, here are some links:
https://en.wikipedia.org/wiki/Software_bloat
https://en.wikipedia.org/wiki/Feature_creep
https://en.wikipedia.org/wiki/Scope_creep
I dislike solar energy. I don't use in my own singleplayer games, as I'm no fan of it's 'deploy and forget' nature.
The difference is that solar energy makes sense. Spacious solar farms do actually exist, and they exist to limit pollution, which in turn is needed to diminish the attacks on the base.
If you are opposed to "deploy and forget", does this mean that you don't like solid fuel solutions either? ...and isn't a factory an entire "deploy and forget" solution? Isn't the entire game about deploying and forgetting, as opposed to crafting things by hand?
But it would be unthinkable for me to moan about it and ask for it's removal, even if the vast majority of the playerbase would agree with me (and they don't). But that's not even the case with circuitry.
Letting local popularity decide the direction of your project, is a sign of weak management, especially if that group doesn't represent your customers. Let's say that I wanted to be able to grow marijuana in Factorio. Would I pitch that idea to a bunch of different sites devoted to marijuana, you'd find yourselves on the
recieving end of popularity, and then
you would be appealing to it breaking game concepts and what not. ...and I bet that the pot smokes don't have anything better to do than to hang around on forums and like weed, just like you don't, so they'll stick around on the forum for sure. Popularity doesn't equal quality.
It's fun! I could do soooo deep tinkering in the production lines with it - regardless of how few parts it can actually affect in the current version. I guess it isn't just me who'd love if it got more features.
Hey, weed is fun too. ...and you know what
else sells? Sex. Porn. Naked chicks everywhere, that gets it on with factory machines. ...that you can of course ignore if you want to.
Yes, the current size of a more complicated setup is huge - especially in a world where tiny smart drones fly around doing logistics and building. That's totally not realistic.
These drones don't fly around powered by magic. They fly around powered by science fiction propulsion systems that is at least possible, given that we have drones and AI programs in the present day. Some players expect the setting to at least be coherent.
All and all, you are asking the devs to do extra work,
That's their own fault, really. They programmed all that code that they need to unprogram. They tried to
sneak this feature in, by slowly introducing it, and they can slowly
un-introduce it.
that would make the majority of players do their extra work of using an extra mod,
You mean the majority of the forum users, at the most. That's why you hang around here, I imagine: To exchange huge circuitry plans with eachother.
...so the rest of all the Factorio players, will probably just sigh from relief that you're gone, really.
Just like some jews still remember WWII, some of us don't want a repeat of what happened to Minecraft. Minecraft could have become a
great game. It could have been the FarCry 3 it set out to be. ...but then redstone happened. ...and then Peaceful Mode happened. ...and then the next thing you know, you see Minecraft being taught to small children in schools.
while splitting the types of multiplayer servers even further. You ask this in order to have 5 less icons in your construction panel.
Like I said, and Twinsen said: Five icons is only the beginning. Read the roadmaps.