There is no game "about belts" or "about bots". Neither are required to "win" the game, but both make easier in their own ways.uint wrote: That's what I was trying to say, just put in other words. The game about belts and the game about bots are, in a way, two different games. So Factorio as a whole, being, by the very-late-game, about bots (as they provide higher throughput, more convenience and lower CPU load than belts) is mainly a matter of the game-design decision. Some would like it, some wouldn't. Personally I don't like the uselessness of belt-like mechanics for higher throughputs, and consequently don't like being forced to use bots as a replacement for belts. By the extension, I don't really like how useful bots are for higher throughputs (it just doesn't feel right to have both high flexibility and high throughputs in one transportation methods). But as these are my personal preferences, they don't really matter for the development of Factorio As for what would be more "fun" for the "playerbase as a whole", I have no idea.
What I was getting at is that belts are for when you build the factory from the microcosm of making all the initial builds, building up production lines & sorting out what goes where. Once you hit the rocket launch stage, the game transitions to a macrocosm of slapping down all these pieces you've figured out and got working to mass produce items. You have blueprints of your micro factories which used to be puzzles of belts, inserters, assemblers, & etc, but now are pieces of blueprints being connected together. Logistic bots simplify the connections by freeing the player from having to constantly connect each piece of the puzzle together. To me, if you have to run pipes or belts, you should blueprint the bigger scale and use that.
Logistic bots allow macrocosm thinking with the microcosm blueprints. Everyone says the logistics bots are overpowered or make the game too easy, but I say they're thinking too small. Eventually your view of the game grows and logistics bot go from cheaty / overpowered to allies with their own flaws and quirks. Trains are the bridge that ties players' transition from a microcosm play into the macrocosm play.