Tech tree improvements (missing dependencies, empty techs)

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Post Reply
Hexicube
Fast Inserter
Fast Inserter
Posts: 204
Joined: Wed Feb 24, 2016 9:50 pm
Contact:

Tech tree improvements (missing dependencies, empty techs)

Post by Hexicube »

There's a few annoying cases inside the tech tree that I would like to be resolved:

- Advanced material processing 2 is not required, directly or indirectly, by tech that needs the production pack unlocked by it
- Portable solar don't require the solar panel tech, same issue as above
- Energy shield tech doesn't require military 2, same issue again; there's probably more I've missed, but AP2 is the big offender followed by AE2
- Robotics and flight are both empty techs that mostly offer the same child techs, and could be merged
- Flammables is an empty tech and can be removed (price merged into flamethrowers), and is also a dependency for rockets which IMO is strange
- Electric energy accumulator tech has a 1 due to the internal name, which is misleading
- Advanced electronics doesn't have this 1, despite advanced electronics 2 being a tech which does

Hopefully this gets looked at with the upcoming tech tree changes.

User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Tech tree improvements (missing dependencies, empty techs)

Post by bobingabout »

I have to agree with all of the above.

Logistics is another one that doesn't have a 1, despite having a 2 AND 3 after it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

User avatar
<NO_NAME>
Filter Inserter
Filter Inserter
Posts: 291
Joined: Tue Aug 02, 2016 9:52 am
Contact:

Re: Tech tree improvements (missing dependencies, empty techs)

Post by <NO_NAME> »

I mostly agree aside of empty tech. They are building a logical tech tree (It is logical that flamethrowers needs flammables).
Sure, that has no value by itself and not adding to vanilla gameplay but it allows to fit new technologies from mods to the three. It is better if mod that adds fire grenades is dependent on flammables than flamethrowers.
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: Tech tree improvements (missing dependencies, empty techs)

Post by eradicator »

There have already been several threads about this:
viewtopic.php?f=6&t=58079
viewtopic.php?f=6&t=57255

Post Reply

Return to “Ideas and Suggestions”