Problem: hidden technologies
In my case i stumbled over processing unit - oh, you little purple b******.
And it's not a bug - it's a feature...
![Surprised :o](./images/smilies/icon_e_surprised.gif)
To quote a developer from a bug report topic:
viewtopic.php?f=23&t=50662&p=295046&hilit=tech#p294897Rseding91 wrote:Thanks for the report however this is working as intended. We have never said every recipe unlocked can be crated when it is unlocked. You still have to unlock the prerequisite recipes.
It's done this way because to add prerequisites on every technology would make the technology graph a giant mess of lines.
Yeah, i can understand the idea behind it, but if doesn't seem to be logical nor executed in a logical way to me.
I ran into this after i had took a break from Factorio and came back for 0.15.x leaving experimental - so game felt somewhat new to me.
A lot of new things, some things changed, a lot of things forgotten.
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Needed to fight off aliens, so let's get some power armor, right?
Research it and craft it, right?
Nope!
Recipe wants processing units (PU for short), but tech tree allows you to research power armor without having advanced electronics 2 (AE2 for short from now on).
Even worse: it doesn't even show AE2 as a prerequisite!
![Evil or Very Mad :evil:](./images/smilies/icon_evil.gif)
Problem 1:
I as a player had to find out what was wrong. Factorio doesn't help here very much.
I had to realize power armor uses PUs and then find manually the technology AE2 which enables me to produce them.
Problem 2:
Factorio gives a wrong impression with its tech tree that you can/could/should/will find everything by clicking predecessor technologies (or successor for the other way).
No, you won't, it's inconsistent.
Problem 3:
Even with the knowledge of an intended feature i must say it is not implemented user friendly.
Kicking out connections in tech tree makes it nice for you programers, i can understand it, because it is a single point of change and not a nightmare of handling.
Technology specific sub tech tress (showing neccessary information without cluttering) would need extra work both in creation and service - but those would work for your customers.
![Wink ;)](./images/smilies/icon_e_wink.gif)
Problem 4:
Especially with PUs and AE2 i came to wonder: Why?!?
Note: Here's the point where i might slip towards a rant. I haven't checked the outcome of a complete tree and i don't want to.
![Razz :P](./images/smilies/icon_razz.gif)
Electronics shows 21 following techologies, advanced electronics shows 23, but AE2 just two?
http://steamcommunity.com/sharedfiles/f ... 1107212299
http://steamcommunity.com/sharedfiles/f ... 1107212406
http://steamcommunity.com/sharedfiles/f ... 1107204608
All type of modules 2 have a lean tree of 3 single steps.
http://steamcommunity.com/sharedfiles/f ... 1107204531
http://steamcommunity.com/sharedfiles/f ... 1107204462
http://steamcommunity.com/sharedfiles/f ... 1107204384
Portable fusion reactor and energy shield MK2 even 5.
http://steamcommunity.com/sharedfiles/f ... 1107204149
http://steamcommunity.com/sharedfiles/f ... 1107204046
But it's included atomic bomb where lines becomes a spaghetti mess at one point.
http://steamcommunity.com/sharedfiles/f ... 1107204302
Solution:
Have the tech tree with every connection and dependecy in it.
Yes, yes, i know, spaghetti lines, overview and so on.
I'm going to post ideas over at right forum part with details later. Now just a quick summary:
Colors and/or limited steps of technologies.
*edit*
Here it is:
viewtopic.php?f=6&t=51765