basic oil processing.....
well for starters, i would run some of my refineries on basic all game long specifically because they produce more heavy oil for lube. necessary when building blue belts later in the game.
i do like that the water side is closed now and i can build my entire setup instead of having to omit the water connection because trying to feed water into the crude input fails, and visa versa if connected incorrectly and switching to advanced. this has me wondering why even bother with basic, there is no reason to even have it with these changes, only an annoyance hurdle.
the suggestion of leaving it as is, and alowing flare stacks seems interesting, but i would bottle the unneeded or turn it into solid, previously i would place several tanks with some pipes in between, so later once i have cracking, i would remove the pipes, and pump the excess back into the system to be cracked, then remove the tanks.
next anyone learning to play the game is going to make solid from gas, and once set up they are going to forget about it and make inefficient solid for the remainder of the game. possibly complaining about it in the mean time.
perhaps leave it as is and remove the solid from gas recipe, and instead add flare stacks?
when starting i need solid for science and i also burn some in trains/car/boilers, using circuits to control the logic to burn it in boilers if i have too much. if i get busy between the time making electric engines and advanced circuits, even though true, that advanced oil is almost always my first blue research, but with the necessity for solid in blue science, and with this chance i must use gas to make solid to make blue science, making it a necessity to place a temporary setup for solid from gas, instead of building the entire setup once, with these changes i would now have to build it twice.
so in all, not a fan of only getting gas from basic
, but for simplicity i like the change to only having crude input from one side. the suggestion of having natural gas wells that would allow direct natural to petrol is an interesting theory.
as for the flame ammo, i never used the flame thrower, but i know people that would take the gas and turn the heavy and light into flame ammo.
haha yeah that inserter glitch is annoying, i swap the basic for a fast which solves the problem. I've always had issues with the basic inserter on faster belts, so upgrading to red and blue belts necessitates fast inserters. perhaps this fix will address it and allow basic inserters to take from faster belts.
as far as moving worker robots behind blue science, i always push that out very early because i want to see the ghosts of what was previously there when something gets destroyed, blue science comes 6+ hours in the game for me, where i have ghosts with in 1.5 hrs.
not happy with this change, i think you had this planned all along with the gimmicky remnants that you added, not a fan of them, still prefer the actual ghost, hence the push for worker robots so early, even if i cant make them yet. i might just command in worker robots research complete at the start with a few other commands i run to enjoy the game better with this change.
as far as logistics robots are concerned, until i have the logistics system researched i never bother producing them. why, well because until the logistics system is researched, they can only service me, and until i have yellow science and a bunch of logistics request slots available, i would have to constantly switch what i want delivered/taken away, so since i know where everything is i just run over to the box it's in and pick it up. once i have the requester chests i can build with them and make the base compact and request what i want at that point.
as for the laser turrets moved to chemical science, well i never used them till then anyway because of the number of batteries needed, usually don't use them till i have nuke power or a massive solar system because they soak down serious power. auto fill is a requirement mod for me, although i think fill4me is what the current one is called. so manual turrets work just fine. of course i go out and clear all the bases in my pollution zone instead of letting them rage at my base all day long.
now the worker robots seriously need some acid resistance because they get killed so quickly by the worms/spitters, i have to remember to turn off my personal roboports before plopping down my turrets, or usually loose several robots trying to save one turret. also the robots definitely need to only hold one repair pack at a time, i haven't found a way to limit my robots from taking several, because when they die, they take the ones they were holding with them, if they dropped to the ground i think that would be better, at least then i wouldn't have to walk around with 3 stacks of repair packs because the robots die so quick and take all the repair packs with them making the problem worse.
anyway my two cents on the topic at hand, thanks again for all you guys do.