Underground belts and pipes should be placed tile by tile instead of being one max length
Moderator: ickputzdirwech
-
- Burner Inserter
- Posts: 9
- Joined: Sun Sep 17, 2023 7:51 pm
- Contact:
Re: Underground belts and pipes should be placed tile by tile instead of being one max length
I mean... that's the whole point of different max-lengths. You unlock new things, redesign, adapt, discover. That's the thing not only with belts, but also with furnaces for example.
I get it that if you played hundred games, it may become frustrating to go over the whole research tree to unlock everything, but when you discover the game it's just a better way. If that annoys you, I'd suggest you just use s mod or console
-
- Smart Inserter
- Posts: 2765
- Joined: Tue Apr 25, 2017 2:01 pm
- Contact:
Re: Underground belts and pipes should be placed tile by tile instead of being one max length
I agree and support the idea of the resource costs, but this...
...just simply removes part of the puzzle and challenge from the game.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Underground belts and pipes should be placed tile by tile instead of being one max length
In my experience this doesn't really add much of a challenge, you just need more room. If you need to jump a large distance you just need to leave two spots for the underground every so often. This just ends up in your assembly line being a little longer or taller than if that wasn't the caseFuryoftheStars wrote: ↑Sun Sep 24, 2023 2:45 amI agree and support the idea of the resource costs, but this......just simply removes part of the puzzle and challenge from the game.
-
- Smart Inserter
- Posts: 2765
- Joined: Tue Apr 25, 2017 2:01 pm
- Contact:
Re: Underground belts and pipes should be placed tile by tile instead of being one max length
Well, I'd say we've had different experiences, then.96_snake wrote: ↑Sun Sep 24, 2023 11:33 pmIn my experience this doesn't really add much of a challenge, you just need more room. If you need to jump a large distance you just need to leave two spots for the underground every so often. This just ends up in your assembly line being a little longer or taller than if that wasn't the caseFuryoftheStars wrote: ↑Sun Sep 24, 2023 2:45 amI agree and support the idea of the resource costs, but this......just simply removes part of the puzzle and challenge from the game.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
-
- Inserter
- Posts: 42
- Joined: Fri Aug 14, 2015 7:24 pm
- Contact:
Re: Underground belts and pipes should be placed tile by tile instead of being one max length
And also the reason why im using mods to make them the same distance.d_o_n_t_understand wrote: ↑Sun Sep 24, 2023 12:33 am
I mean... that's the whole point of different max-lengths.
Having to redesign stuff later on is a no from me.
-
- Filter Inserter
- Posts: 514
- Joined: Mon Feb 05, 2018 10:01 am
- Contact:
Re: Underground belts and pipes should be placed tile by tile instead of being one max length
And beaconed buils are the only place in factorio where you actually have space constraints.
So good, I'm glad we have things causing challenges there.