[0.15.37] Broken blueprints making game worse
Posted: Sat Nov 18, 2017 2:33 pm
In one of the more recent patches, you changed the behaviour of blueprints so that filters don't get set on inserters anymore if the filtered item isn't researched. The same is true for requester chest requests.
It used to be that when placing a blueprint, regardless if the item is researched or not, it will be set on inserters if it was set on the inserter in the blueprint and requests would be set on requester chests.
THESE CHANGES ARE IN COMPLETE OPPOSITION TO IMPROVING THE GAMEPLAY AND MAKE THE GAMEPLAY WORSE. THIS MAKES BLUEPRINTS A LOT LESS USEFUL.
I have posted a suggestions/bug report a long time ago to allow factories to set their item when placing blueprints, even if the item is not yet researched. A lot of the community also replied and said they wanted this change, yet factorio staff refused to implement this change. Now It seems that you have made this problem even worse by not allowing it on inserters or requester chests either.
Not allowing this results in:
-blueprints being a lot less useful when shared between games
-results in a lot of repeated and tedious tasks being done over and over across the many games people play
-limits player freedom
-confusing situations where the user places the blueprint that have some things set up properly like requester chest request (if they happen to be researched) but the inserter filter not being set. This leads the player to believe the blueprint worked, only to find out potentially hours later that in fact, Factorio decided to skip a few key steps when placing the blueprint.
Honestly, why are you preventing this type of blueprint use. Let the player play how they want. In the worst case, the player blueprints their entire factory. Why is that so bad? If they want to do that, they should be able to. Besides, it would take way longer to play that way in vanilla because you don't have control over what gets built when unless you manually place everything. Again all these ways of playing are perfectly valid. Don't forget, you could just get a mod that does automated base building, and you allow mods.
This kind of limitation is artificial, limits the gameplay possibilities, works in contrast to two already implemented features (blueprints, and blueprint sharing) and makes the game a lot less fun.
Please allow everything to be set when placing blueprints.
Thank you
It used to be that when placing a blueprint, regardless if the item is researched or not, it will be set on inserters if it was set on the inserter in the blueprint and requests would be set on requester chests.
THESE CHANGES ARE IN COMPLETE OPPOSITION TO IMPROVING THE GAMEPLAY AND MAKE THE GAMEPLAY WORSE. THIS MAKES BLUEPRINTS A LOT LESS USEFUL.
I have posted a suggestions/bug report a long time ago to allow factories to set their item when placing blueprints, even if the item is not yet researched. A lot of the community also replied and said they wanted this change, yet factorio staff refused to implement this change. Now It seems that you have made this problem even worse by not allowing it on inserters or requester chests either.
Not allowing this results in:
-blueprints being a lot less useful when shared between games
-results in a lot of repeated and tedious tasks being done over and over across the many games people play
-limits player freedom
-confusing situations where the user places the blueprint that have some things set up properly like requester chest request (if they happen to be researched) but the inserter filter not being set. This leads the player to believe the blueprint worked, only to find out potentially hours later that in fact, Factorio decided to skip a few key steps when placing the blueprint.
Honestly, why are you preventing this type of blueprint use. Let the player play how they want. In the worst case, the player blueprints their entire factory. Why is that so bad? If they want to do that, they should be able to. Besides, it would take way longer to play that way in vanilla because you don't have control over what gets built when unless you manually place everything. Again all these ways of playing are perfectly valid. Don't forget, you could just get a mod that does automated base building, and you allow mods.
This kind of limitation is artificial, limits the gameplay possibilities, works in contrast to two already implemented features (blueprints, and blueprint sharing) and makes the game a lot less fun.
Please allow everything to be set when placing blueprints.
Thank you