Belt Imunity rework if not redone

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Green Cat
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Belt Imunity rework if not redone

Post by Green Cat »

TL;DR
The only reason why people add this is to avoid being moved by belts, something that, with space age dlc, was not improved in any form or way. As such I want to suggest 2 variations: legenday vehicles to insted get a Break (stop) bonus + no crash if friendly building. With lower quality getting lower break power as well as doing damage to friendly building depending on quality rank. This is for vanilla tank and car. However mods can add more vehicles. Also for spidertron and similar: ability to walk on water with massive electrical consumption. Meaning you will need legendary quality (aka lower consumption) if you actually want to cross large pools of water.

What?
Simple: it's an essential equipment that is not essential so it really makes no sense
Why?
Simple, that equipment is 1 by 1 grind it's annoying to have it in your inventory since since it's using up a slot that could be used in different ways, or creates gapes. And of course, not having it, can be extremly annoying as well. Meaning it's a no win situation. And the higer quality don't even change anything due to them.


I will list suggestions:

Mec armour: a new button, if clicked, the fly ability is turned off (optional: new achivement of getting killed by trains while wearing an armour). And if on, the mec armour will fly over belts. Meaning we don't need to use any slot for the belt imunity exactly because we won't even touch it. And heck. if someone does want to be dragged by the belts, they can just turn off the fly ability. Main ideea is why do we need belt imunity when the mec armour can make us fly???

Normal armour: in adition to the belt imunity, the ability to cross on or just over, pipes, and any low high building, like let's say the solar panels and accumulators, meaning this will be perfect if you build tens of thouhsens of them. Will consume electricity.

Any vehicle (not counting spiders): in addition to the belt imunity, they get break boost (like how it is with trains) as well as reduction to any impact damage done against own buildings. Including trains (man, you talked about getting killed by train, did you ever see what happens when a high speed train hits you when your crossing the rail in an tank?). As an exemple, having mutiple of them, will give you a further boost in break force as well as reducing impact damage. On legendary level, the vehicle to stop as if you hit water (aka full stop in an instance regadless of your speed).

Spider: 1st of all, can we please stop the spider's legs to go due to belts? it makes no sense to even use the spider on belts vs vehicles that you can use as a moving request chest. It also uses up a grid slot. Makes annoying sound. And most of all, it's annoying to see it. So. Suggestion one: belt imunity is not even needed because spider don't get affected by belts since it will step on non belt. Suggestion two: if we do need belt imunity since spider's legs won't get auto imunune, not even at legendary level, at least add a special ability that allows the spider to walk on water. Consumes electricity so legendery is needed for it to even be usable on large water, and I do include, legendary batteries.

Bonus: the night visions.... why are they 2x2? why can't the mec armour have it by default? Heck, why can we not remove night vision completly and, when we unlock and wear stronger armours, we get a new button that if pressed, nightvision is active. And speaking of night vision, can we get an in game tick box to have it on all the time since it's very annoying when, as day comes, it turns off. We use it to see clearly, so there makes no sense why there are gaps. Also, legendary = as if it's day. Since again, only lower electricity consumption at legendary is not ok for an essential equipment for our main character
eugenekay
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Re: Belt Imunity rework if not redone

Post by eugenekay »

Green Cat wrote: Mon Aug 25, 2025 10:16 pmBonus: the night visions.... why are they 2x2?
1084px-Night_vision_goggles_experimental.jpg
1084px-Night_vision_goggles_experimental.jpg (201.68 KiB) Viewed 495 times
Night Vision equipment is not a magical pair of eyeglasses that "adds light": they are large, bulky electro-optical devices. The 2x2 Grid size forces you to make decisions about what equipment to give up - not just stick them into an empty 1x1 spot instead of a Portable Solar Panel.

Image from Wikimedia Commons

While there are some interesting points in your posts, it is worth mentioning that they are not always “on topic”, with multiple disconnected suggestions in a single Thread. Night vision goggles have nothing to do with Belt Immunity; yet here we are. :-)

I think Belt Immunity is fine as-is. Not every entity needs to have a unique Quality mechanic.
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Re: Belt Imunity rework if not redone

Post by JackTheSpades »

I'd suggest simply adding the behavior of belt immunity to the Exoskeleton.
That way it could also be extended to the spidertron. Given its eight legs it doesn't usually get dragged off by belts but I've actually equipped my spidertron with belt immunity before because the belts caused the 'tron to jitter which was quite nausea inducing to me personally.
This would mean that vehicles are still affected which I'd be fine with. I don't usually drive where I have belts other than perhaps a wide open bus where it doesn't matter much anyway.

It also fits thematic wise and we already have the option to toggle off the exoskeleton.
I've seen people use belts to get carried around for fun so I think having the option to disable it is necessary but I wonder if there is ever a point where you'd want to be affected by belts AND have your exoskeleton active. Like the whole point of it is to move faster which you don't use if you're standing on belts.

Only downside of not having a separate button for it would be that if anyone actually doesn't want belt immunity. Period.
Are there any such people? I know some people just don't bother equipping it but do they actually like being affected by belts all the time?
eugenekay wrote: Tue Aug 26, 2025 1:23 am I think Belt Immunity is fine as-is. Not every entity needs to have a unique Quality mechanic.
They definitely don't need quality bonuses but in my opinion the item as a whole is just annoying. It's a simple quality of life feature that takes almost no energy and a single 1x1 slot. I usually just surround it with 3 solar panels to fill the gaps but do nothing compared to the portable nuclear/fusion reactors.
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Re: Belt Imunity rework if not redone

Post by eugenekay »

JackTheSpades wrote: Tue Aug 26, 2025 7:44 amI've seen people use belts to get carried around for fun

Only downside of not having a separate button for it would be that if anyone actually doesn't want belt immunity. Period.
Are there any such people? I know some people just don't bother equipping it but do they actually like being affected by belts all the time?
Yup - dozens of us! Once Construction Robots are unlocked I park my player-character in a circle of belts at 0,0. All construction is done via Remote View, because it’s faster to move and there’s no risk of dying. A small “starter base” has to be constructed manually at each new Planet, consisting of barely-enough-infrastructure to launch a Rocket using airdropped materials… then it is back to the Circle of Nausea.

Its a game, not an efficiency simulator. :-D
SirSmuggler
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Re: Belt Imunity rework if not redone

Post by SirSmuggler »

JackTheSpades wrote: Tue Aug 26, 2025 7:44 am Only downside of not having a separate button for it would be that if anyone actually doesn't want belt immunity. Period.
Are there any such people? I know some people just don't bother equipping it but do they actually like being affected by belts all the time?
There sure are. I've never bothered with belt immunity (but I like that it exists as an option for thouse who want it), I often use the belts to run a bit faster around my base. Obviously this is mostly early game as remotview soon removes the need to move at all.
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Re: Belt Imunity rework if not redone

Post by Shirasik »

All in all you ask for couple of new items not to change game mechanic or introduce a new one. You suggestion better fits to mod request. Plus, mod's page will accumulate usage statistics clearly showing if the feature is demanded by players or not.
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Re: Belt Imunity rework if not redone

Post by JackTheSpades »

eugenekay wrote: Tue Aug 26, 2025 11:57 am Yup - dozens of us! Once Construction Robots are unlocked I park my player-character in a circle of belts at 0,0.
That situations sound like it is solved by just not equipping or disabling the exoskeleton though, doesn't it?
Since my outline was specifically about the need to have the exoskeleton but no belt immunity.
SirSmuggler wrote: Tue Aug 26, 2025 1:00 pm There sure are. I've never bothered with belt immunity (but I like that it exists as an option for thouse who want it), I often use the belts to run a bit faster around my base. Obviously this is mostly early game as remotview soon removes the need to move at all.
You say you never "bothered" with belt immunity but does that mean you don't care either way or specifically don't want to have it? If belt immunity were integrated into the exoskeleton it wouldn't really apply to the early game anyhow. Unless your definition of early game is a bit broader than mine.
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Re: Belt Imunity rework if not redone

Post by SirSmuggler »

JackTheSpades wrote: Wed Aug 27, 2025 10:43 pm
SirSmuggler wrote: Tue Aug 26, 2025 1:00 pm There sure are. I've never bothered with belt immunity (but I like that it exists as an option for thouse who want it), I often use the belts to run a bit faster around my base. Obviously this is mostly early game as remotview soon removes the need to move at all.
You say you never "bothered" with belt immunity but does that mean you don't care either way or specifically don't want to have it? If belt immunity were integrated into the exoskeleton it wouldn't really apply to the early game anyhow. Unless your definition of early game is a bit broader than mine.
I do use belt running even after I get a few exoskeletons and would not like it to be disabled when I have the exos active. (Whether that is earyl game or not is perhaps not so relevant to the topic at hand, but for what it's worth, with Space Age I would consider my first exoskeleton to be in the "early" game).
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