Still, there are some tasks that seem unnecessarily cumbersome later in the game (and, yes, I know some of these can be addressed via mods):
- Long-distance character movement. Riding trains huge distances is tedious. A faster character transport system (teleportation? rockets?) would improve late-stage gameplay, even if it's relatively expensive.
- Summoning trains. The UI for directing a train to the player is awkward. Currently, this typically involves adding a temporary station, adding it to the train schedule, then entering wait parameter (e.g. 10M seconds or 'until empty'). Could this be a single click?
- Larger zoom out. Blueprints that exceed the screen size are tricky to line up, since they can't be fully seen. Ground irregularities are hard to locate even when they're on the screen, and impossible when off screen.
- Setting constant combinators from map view. Currently the game allows map-view changes to constant combinator settings, but it's cumbersome (i.e. make the desired combinator by the player, make a blueprint, and apply it from map view). This should work like map view control of power switches.
- Combined deconstruction+construction. Editing a large factory is tedious, since it typically requires deconstructing parts then rebuilding with another blueprint. It'd be much cleaner if there was a way to have one a blueprint and which would automatically deconstruct+build wherever there were differences, but leave the rest unchanged. It'd be even better if there was a blueprint option for "clean land", where the robots would apply landfill & cliff explosives as needed, just like they do now for trees. (Robot support for cliff explosives and landfill would bypass a lot of pointlessly tedious work.)
- Train routing. I wish train stations had an option to specify that only one train should be en route/parked at once. Frustrations with train routing were partly why I switched to crazy-long trains (see next)...
- Train oddities [minor]. My base is built by scaling train length instead of the number of trains. (I'm currently running 720 cars trains. viewtopic.php?f=204&t=63020) These seem to coast really far in manual mode, implying greater efficiency, yet they burn fuel at the same pace as short trains while running at speed. UPS for long trains is also not optimized in the game; when just 4 of my long trains are moving, ~11ms (out of 115ms) of my update time (when I press F5) is consumed by trains (vs. negligible when they're stopped). A particularly crazy option would be to have the a max speed increase with train length (= reflecting reduced wind resistance?)... and this would lead to some fun ways to move the player around.
- Integrate map view better into the story, e.g. radioactive regions that harm/kill the player. A scenario that requires accomplishing a task remotely would also be fun.
- More achievements would be nice - none have been added in ages and ages.
- Minor UI nit: it'd be nice to have fewer keystrokes to memorize (e.g. add clickable icons for various keyboard tasks?)
- Minor UI nit: the middle-click action for setting car train filters is weird, and isn't available on all mice.
- Minor UI nit: there isn't a good visual cue to distinguish when factories are stuck due to excessive output (rather than lack of inputs)
- Minor UI nit: chemical plant activity status is hard to see (unlike assemblers)
- Minor UI nit: manual mode train steering in reverse is confusing, and it's unclear which side of a train the character will exit when pressing enter.