[QoL] Land mines throwing 'missing entity' alerts.

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Skev
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[QoL] Land mines throwing 'missing entity' alerts.

Post by Skev »

I'd like an interface option to turn off the 'missing entity' alert for land mines that have been destroyed.

Land mines are in an okay place balance-wise, and work fine when placed by a bot network that replaces them. When placed by the player they are a pain in the butt however, as every time one goes off it throws a 'missing entity' alert that you have to clear manually every time.

conn11
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Re: [QoL] Land mines throwing 'missing entity' alerts.

Post by conn11 »

Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)?
In don't really see the benefit of a toggling option, considering any option especially for highly specific things is cluttering options menus.
Like this thread is showing, implementation of alerts for landmines are handled properly.

Skev
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Re: [QoL] Land mines throwing 'missing entity' alerts.

Post by Skev »

conn11 wrote:
Sat Oct 24, 2020 9:55 am
Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)?
In don't really see the benefit of a toggling option, considering any option especially for highly specific things is cluttering options menus.
Like this thread is showing, implementation of alerts for landmines are handled properly.
It doesn't sound like you've really tried using land mines by hand. The point of an alert that persists is that it's something that's gone wrong and you need to respond to it, but mines are SUPPOSED to be destroyed. The frequency of the alert popups becomes complete spam that only interferes. Removing 'missing entity' alerts for mines would be fine instead of making it an option, but either way would be an improvement.

conn11
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Re: [QoL] Land mines throwing 'missing entity' alerts.

Post by conn11 »

Skev wrote:
Sun Oct 25, 2020 3:20 am
conn11 wrote:
Sat Oct 24, 2020 9:55 am
Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)?
In don't really see the benefit of a toggling option, considering any option especially for highly specific things is cluttering options menus.
Like this thread is showing, implementation of alerts for landmines are handled properly.
It doesn't sound like you've really tried using land mines by hand. The point of an alert that persists is that it's something that's gone wrong and you need to respond to it, but mines are SUPPOSED to be destroyed. The frequency of the alert popups becomes complete spam that only interferes. Removing 'missing entity' alerts for mines would be fine instead of making it an option, but either way would be an improvement.
But how are you going to be notified about those missing landmines else? Considering they are laid there for defensive purposes they will need to be replenished. Since after exploding they are leaving ghost entities behind, showing a missing entity alert for any ghost outside building range or insufficient stock seems intended behavior.

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KoblerMan
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Re: [QoL] Land mines throwing 'missing entity' alerts.

Post by KoblerMan »

conn11 wrote:
Sun Oct 25, 2020 8:35 am
Skev wrote:
Sun Oct 25, 2020 3:20 am
conn11 wrote:
Sat Oct 24, 2020 9:55 am
Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)?
In don't really see the benefit of a toggling option, considering any option especially for highly specific things is cluttering options menus.
Like this thread is showing, implementation of alerts for landmines are handled properly.
It doesn't sound like you've really tried using land mines by hand. The point of an alert that persists is that it's something that's gone wrong and you need to respond to it, but mines are SUPPOSED to be destroyed. The frequency of the alert popups becomes complete spam that only interferes. Removing 'missing entity' alerts for mines would be fine instead of making it an option, but either way would be an improvement.
But how are you going to be notified about those missing landmines else? Considering they are laid there for defensive purposes they will need to be replenished. Since after exploding they are leaving ghost entities behind, showing a missing entity alert for any ghost outside building range or insufficient stock seems intended behavior.
With respect, I think you've missed OP's point. Yes, we will all concede that in the current state of the game, this is the intended behavior. However, the argument made is that there is no discretion with any particular entity, so any time there's a biter attack and 10 or so mines blow up the player gets spammed with redundant information.

I think at one point Wube addressed this problem by taking away the periodical *boop-boop* noise from the notification that tends to happen at a near constant rate unless you can satisfy all of the logistic network demands all the time. So, this idea is not too farfetched. In fact, I see it as something that can be customizable on a larger scale, where you can individually disable certain entities of your choosing from showing up in this notification.

Personally I don't use landmines outside of PvP, I find 2 layers of walls with hedgehogs and laser turrets late game to be sufficient for dealing with most threats.
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