foamy wrote: Wed Nov 11, 2020 9:30 am
What 'depth' does fixing this remove? The depth in combinators is in their logic, and for
that depth to be genuinely explored it needs to behave in a deterministic and predictable way.
The depth is, that you need to think about it, once you find out, that there is this behavior. And there are several strategies:
- you can ignore the problem and live with the risk.

- you make your electric network waterproof/overpowered.
- you create circuits, that doesn’t matter, if they work or not.
- you make simple circuits without combinators only.
- you make circuits, that work reliably by synchronizing somehow.
- you make circuits, that go into a safe state, when power is too low.
- you make circuits with their own safe power supply.
- etc.
Some of the options you have are really complicated to implement.
So I can call that “depth”.
I won't say nobody has ever used the mismatch between combinators and inserters to achieve something, but it reminds me of that XKCD comic about workflows. Fixing it makes the game better; leaving it as-is means it's a rake-handle waiting to smack people in the face when they do try to use the depth that combinators allow, and what's more it's not something that is at all easy to diagnose even by the standards of tracing combinator logic.
But “fixing” it removes the above mentioned depth. And it sounds like it’s broken, but it’s not.
What’s really missing - and you point here to something which I already said many times - is that the circuits lacks the ability to test them.
That is the core of this problem!
Another aspect of that problem is described here:
https://forums.factorio.com/viewtopic.php?f=6&t=41176 Improve Basic Circuit Overview
I want this: I mark an area and all entities in that area are moved into some kind of simulation. A map-editor-like surrounding. And here I have endless energy, but I can also reduce the power, to answer the question: what happens with my factory, if I have only 50% energy?
New players can and should use this and find out, what will happen when they build circuits with too less power, and everyone is fine.
Edit:
foamy wrote: Wed Nov 11, 2020 7:58 pm
The point is that in an equal brownout logic devices should slow down equally.
I think you overlock the complexity of Factorio, foamy.
There can be unlimited numbers of electric networks. All can have their own power state. Which means, you can have one circuit with combinators laying in two or more different electric networks!
And added to that is, that there is a power switch, which can be used to turn off anything behind it. Even the circuits in that area. I use that sometimes to spare cpu cycle. (When I’m honest I’m not sure if that is really a good strategy

but that’s not the point here)
These stout-hearted defenses of an absurd and uninteresting corner case baffles me, particularly when they don't seem to pay much heed to the actual issue under discussion.
Hm, yes, I understand that. For me as old player it’s sometimes really hard to see the struggle and frustration of new players and because I had already been going through all of this and I found a solution and I am proud of it I mean now the new players should also go through this process. Something like that.
That’s sometimes right, sometimes wrong. Here I think it’s right, because a) you have to decide as player which I find really interesting and b) the game is missing this above explained simulation mode for many, many other reasons.