Research Requirement Suggestion
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Research Requirement Suggestion
As a casual player, I was playing and researching the Artillery and realized I would not be able to make the Artillery shell as I had not researched tanks yet. I think this should be part of the requirements before you can research the Artillery.
Well, that's my two cents for now.
Well, that's my two cents for now.
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Re: Research Requirement Suggestion
Just because something doesn't work, doesn't mean you shouldn't do it. I think they should take a look at redesigning how the tree works/looks. Her is a idea that would clean up the tree and just show the item they are clicked on, the items they can research now. While showing items that have been researched and still need to be researched (but can't yet). They could have a popup list of items off the green and red items that are not displayed.
https://prnt.sc/iiextp
Not saying it needs to be this way, just saying they should look at other options. As a casual player, it took me a while to figure out what I missing to get things to work. This would help.
https://prnt.sc/iiextp
Not saying it needs to be this way, just saying they should look at other options. As a casual player, it took me a while to figure out what I missing to get things to work. This would help.
Re: Research Requirement Suggestion
I agree that it would be nice if the game prevented you from researching technologies that you cannot use yet.
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Re: Research Requirement Suggestion
the tech tree requires you to use your brain and plan. i don't want the tree dumbed down.
Re: Research Requirement Suggestion
That would not dumb down tech tree.
However this would increase tech tree complexity to visually display it.
However this would increase tech tree complexity to visually display it.
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Re: Research Requirement Suggestion
PacifyerGrey wrote:That would not dumb down tech tree.
However this would increase tech tree complexity to visually display it.
mario54bro wrote:I think this should be part of the requirements before you can research the Artillery.
Re: Research Requirement Suggestion
I too hate it when you can research and even build an entity but then can't use it without researching more.
Its not always obvious what you even have to research to make something useful with mods.
In this case I think artillery should only be buildable when you can also build the shells. Whether the tech requires the shells first or you get the shells with the same tech I leave open.
Its not always obvious what you even have to research to make something useful with mods.
In this case I think artillery should only be buildable when you can also build the shells. Whether the tech requires the shells first or you get the shells with the same tech I leave open.
Re: Research Requirement Suggestion
One of the worst tendencies of game players is to cry "dumbing down!!!" at a change to make things more easily readable and undertandable.
If the information is already there, and there's no in-game reason to make getting it challenging, surfacing that information and enabling the player to see what needs to be done to achieve their goals isn't "dumbing down the game," it's good design!
If the information is already there, and there's no in-game reason to make getting it challenging, surfacing that information and enabling the player to see what needs to be done to achieve their goals isn't "dumbing down the game," it's good design!
Re: Research Requirement Suggestion
Look at this image from the other thread:
From a quick glance, even that is missing quite a few things, and when you added mods, you'd either have to make the prerequisites dynamic or leave it up to mod authors with the possibility of inaccuracies, and then it'd be even more complicated.
From a quick glance, even that is missing quite a few things, and when you added mods, you'd either have to make the prerequisites dynamic or leave it up to mod authors with the possibility of inaccuracies, and then it'd be even more complicated.
There are 10 types of people: those who get this joke and those who don't.
Re: Research Requirement Suggestion
That image actually looks fine to me. I don't get what about it should be overly complex or show a breakdown in the tech tree display.Jap2.0 wrote:Look at this image from the other thread
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Re: Research Requirement Suggestion
Feel free to post me a bug report. I doubt it though, as all of it was generated. Should port it to 0.16 and have a look at some large mod pack for fun i guess :P.Jap2.0 wrote:From a quick glance, even that is missing quite a few things [snip]
The problem is that the lines become too messy and cluttered to follow comfortably with the eye.
Re: Research Requirement Suggestion
The two that I noticed quickly were accumulators for the satellite and concrete for the silo.eradicator wrote:Feel free to post me a bug report. I doubt it though, as all of it was generated. Should port it to 0.16 and have a look at some large mod pack for fun i guess .Jap2.0 wrote:From a quick glance, even that is missing quite a few things [snip]
The problem is that the lines become too messy and cluttered to follow comfortably with the eye.
There are 10 types of people: those who get this joke and those who don't.
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Re: Research Requirement Suggestion
I booted up the old code and according to the description it only fixes the requirements to craft the actual science packs. Though for rocket science that should indeed include the sattelite. But rocket recipes are weird. So yea. There seems to be a bug ;p. (Also tried to port it to 0.16 but too much work, rockets also work completely different)Jap2.0 wrote:The two that I noticed quickly were accumulators for the satellite and concrete for the silo.
Re: Research Requirement Suggestion
That's how it looks just fixing science dependencies :O. Yeah, now imagine that with all the other stuff added people complain about...eradicator wrote:I booted up the old code and according to the description it only fixes the requirements to craft the actual science packs. Though for rocket science that should indeed include the sattelite. But rocket recipes are weird. So yea. There seems to be a bug ;p. (Also tried to port it to 0.16 but too much work, rockets also work completely different)Jap2.0 wrote:The two that I noticed quickly were accumulators for the satellite and concrete for the silo.
A couple minutes of further research showed that if you include ingredients for crafting it's also missing solar research (satellite), and advanced electronics 2 should be a prerequisite for all tier 2 modules. These additions will also require you to add optics, automation 1, and energy distribution 1, as well as some other dependencies. And I'm sure there's still plenty I'm missing - and that's just on the rocket silo tree.
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Re: Research Requirement Suggestion
Atumation 1 is already in there and as far as i can tell all modules requirements are corret as they would be required by the rocket research. The only thing no in there should be specific requirements for the sattelite. Also the script only adds requirements and never removes any btw. So some things might be earlier requires than nessecary.Jap2.0 wrote: A couple minutes of further research showed that if you include ingredients for crafting it's also missing solar research (satellite), and advanced electronics 2 should be a prerequisite for all tier 2 modules. These additions will also require you to add optics, automation 1, and energy distribution 1, as well as some other dependencies. And I'm sure there's still plenty I'm missing - and that's just on the rocket silo tree.
Re: Research Requirement Suggestion
Sorry, I was talking about the requirements for the things unlocked by the research - second tier modules require processing units, which require advanced electronics 2. Also, I meant logistics 1 as a requirement for some of the others.eradicator wrote:Atumation 1 is already in there and as far as i can tell all modules requirements are corret as they would be required by the rocket research. The only thing no in there should be specific requirements for the sattelite. Also the script only adds requirements and never removes any btw. So some things might be earlier requires than nessecary.Jap2.0 wrote: A couple minutes of further research showed that if you include ingredients for crafting it's also missing solar research (satellite), and advanced electronics 2 should be a prerequisite for all tier 2 modules. These additions will also require you to add optics, automation 1, and energy distribution 1, as well as some other dependencies. And I'm sure there's still plenty I'm missing - and that's just on the rocket silo tree.
There are 10 types of people: those who get this joke and those who don't.
Re: Research Requirement Suggestion
The current research tree is pretty good, but I do agree that finding the potion unlocks leaves much to be desired. I know I've spent a long time digging through the tech tree to find the 0.15 sciences, and that's how it was when I KNEW how to play! Potions are very core to the flow of the game, so I think their path should be better revealed to the player. If you need to use the search bar to find them, then they're too well hidden.