factoriouzr wrote: Thu Nov 15, 2018 9:14 pm
bobucles wrote: Thu Nov 15, 2018 1:25 am
If you look at my suggestion I'm not talking about a manual upgrade planner. I'm talking about an automatic one where you define what you want to upgrade (same as upgrade planner) but the robots automatically upgrade parts of your factory they pick if you have enough items in stock. This way eventually everything will be upgraded automatically.
There's no easy way for a factory to know exactly what you want upgraded or when. Sometimes things are meant to be NOT upgraded such as weaved belts or burner inserter backups or the like. Sometimes an upgrade needs a physical overhaul such as steel furnaces to electric furnaces. Other times an upgrade process can stall a factory for hours, like stuffing tier 3 modules into everything. The job of deciding what and when to upgrade is best left to player brains. That's more fun anyway.
As I said, you define upgrade yellow belt to red for example and then ALL yellow belt will be replaced by red belt over time. This is the feature I want. If you have some entities you don't want to upgrade, you don't put them in the upgrade list. Most entities in the game are straight up improvements in every way from previous tiers, so there is absolutely no reason not to upgrade them if you want. Upgrading them won't break anything.
I am with bobucles on this one. This is an idea I do
not want to see in the game's core. If you want this, then make a mod of your own that does it. As bob said, there are times when you
want to keep some belts as yellow belts forever. You do
not want them upgraded. So having a system that slowly begins to automatically replace all yellow belts with red or blue belts becomes a problem. Furthermore, I also agree with bob that a big portion of the fun of the game comes from doing the upgrades manually yourself. It is clear you do not find this fun. That is fine, again make a mod that provides the feature you want.
@Featherwinglove and others who think like him.
I see a problem with the train of thought you folks have. Y'all clearly like the game. Y'all clearly greatly enjoy the modded game. Most, if not everyone, disappointed in the removal of the pickaxe and the changes to mining coming with 0.17 are all playing a heavily modded version of Factorio and greatly prefer it over the base game experience
The problem that arises is that y'all enjoy the modded experience
so much so that y'all believe that Wube not only should, but
must develop the game core explicitly for the betterment of the modded game.
I disagree. Wube must develop the game's core engine for the stand alone NO MODS experience. This is to establish the game's baseline from which all new players learn the game's fundamental mechanics from. It is from this perspective that these changes come from. From this initial starting point, the community can then modify the game and tailor it to each persons own custom desires and tastes. Yes, this does man some mods, probably many mods, will require significant work to keep them up to date as Wube moves the base game towards a final version.
This is a fact that every mod maker should be keeping very much in the forefront of their brains as they build their mods. Mod makers who do not do so are engaging in significant short sightedness. If there are certain mods you enjoy so much that you want to see them stay around for a long time to come, then reach out to their authors and ask them how you can help. Perhaps you can help the modder repair and/or update the mods code. Or perhaps you can donate to them so they can afford to set aside more time to maintaining the mods you enjoy so much for the newer version of the game.
Y'all shouldn't be pestering Wube to stop moving their game towards completion simply because a change comes to the base game that causes problems with your favorite mod.
--Now, the OP made a very passionate opening post as to what the pickaxe meant to him. I can see how he came to feel that way. My own experience with the game is so much more limited so I do not feel the same. To me, the removing of the pickaxe is a good thing. But, I can understand why others would like to see it stay. Especially, how people coming from Minecraft would like to see it stay. I have never played Minecraft by the way.
This is where, once again, modding comes back into the scene. If you want the pickaxe back in 0.17. Make a mod. If you are like me and do not have the skills to do so, then find someone who can and ask them what can you do to support them to make such a mod. I believe some of the Factorio devs are even already looking at a way to do so based on the thread linked above.
TL;DR - Stop complaining about changes cause it breaks your favorite mod. Instead look at each change from an unmodded, new player perspective and then base your judgement on a change from that viewpoint. As for mods, find your favorite mod authors and ask them how can you help and support them to keep their mods updated for future versions of the game.