As for the challenges presented:
- Yes, this is a change to the "everything" can be carried in the players pocket. If a building were to require a bridge crane to place it, then, yes, the player would not be able to simply pick it up and move it to another place. For anyone who has needed to move a full fluid storage container, this is a familiar, yet doable challenge.ssilk wrote:1. Where is the logic? I mean it hasn't to be realistic, but logical. Currently it has its own logic, which is quite simple: if it's not a placed entity it's an item, which you can take with you. Now this suggestion says we have a second type of item, which we cannot take. Like fluids. We need something to handle that also by hand. I see no other possibility, cause otherwise it looses the games logic.
2. Even with ignoring logic: how is this looking? I mean, there are those little pieces of items laying around? And now you say: no, you can't lift it. But the other can. We're here again with logics, but also the overall look of the game.
- No, lets not make this research. As you say, we need to carry Steam Generators from the beginning. I think this is more about excluding some late game items from being handled by the player, robots, belts or inserters. These items would only be handled by buildings, cranes and trains.ssilk wrote:A) The ability to handle large objects needs to be researched. We get now a special stack, exactly for one large item. (*)
- I chose cranes because people have a basis for understanding how they operate, and because they have distinct limitation that provide a challenge to the player. If all we had to do was place items on platforms, what additional challenge does that provide?ssilk wrote:B) another idea, same direction, would be to be able handling such objects only with an antigravity technology.
As for item "weights", I think that concept is captured in the stack size. Heavier items have fewer items in a stack. For these special items, think of the stack size as being less than 1.