eradicator wrote:Every lab needs every ingredient.
You don't need raw ores for anything but mining research.
You don't need ammo for anything non-military.
Circuits will not need steel, belts or inserters (you can safely assume, that the labs come with some equipment and in Factorio, stuff does not need maintenance).
It should be possible to rearrange the tech tree so that you would end up with parallel branches that overlap in some ingredients but mostly need different stuff. That way, you could do the old belt feeding with 10 or so ingredients for any of the four to five resulting lab clusters.
But you could also do sophisticated setups to feed all 20 to 30 ingredients into one big lab cluster using multiple, potentially even braided, rainbow sushi belts.
And most of the stuff would be low-quantity.
eradicator wrote:You'd have to shove 13 materials (16 for military) into every lab. This is firmly into the territory of advanced logistics (i.e. circuit controlled sushi belts) and not at all suitable for new players. And the system has to work for everyone...
Recipes could be altered to get the material count down to an arbitrary number for each research branch. There is nothing that prohibits the devs to get the ingredient count for military down to 10.
I would recommend all three plates, stone bricks, explosives, belts, inserters, circuits, handgun ammo.
Better belts, inserters, ammo, or circuits would be needed for higher tiers of research and lower tiers would just progress faster when given better stuff than requiered.
That are only 9 - so let's add gears or engines to reach the 10.
The same can be done for any arbitrarily chosen cluster of recipes and desired ingredient count. It is a game after all.
eradicator wrote:
Displaying 13 different icons on every technology is both difficult/ugly to layout and makes for very bad readability of the gui.
Yes. That
is a challenge. Would need some rather distinct icons to be able to grasp what is actually needed for wich recipe. But most recipes of a tech tree branch would need the same base ingredients plus some that are specific to twigs of a branch. So maybe, clustering recipes requiring the same ingredients visually together branches and twigs could help.
I would leave some space between the tree branches and a bit less space between the twigs - and every branch gets its set of ingredients while every recipe of a twig shares exactly the same set of ingredients (differing only in needed quantities).
Higher tiers would require more advanced versions of some ingredients, but lower tiers could be researched feeding that higher versions too and would get a speed boost if doing so.
I think, the tech tree could benefit from a more clean separation of branches and twigs. It would be less complex and therefore easier to grasp. At the same time, science gets more demanding logistically - wich i consider a good thing as Factorio is all about logistics.
eradicator wrote:
Research material is used up gradually, but not every item supports that kind of granularity. I.e. gears, circuits, etc have no concept of "half used up", and thus it would need to be added. Which would probably have an impact on performance as every item now needs to track its status.
Minimum quamntity of ingredients for each research step would be 1. If you change research, the unfinisched current step would be lost. But that is no big deal as most research needs hundreds of bottles today and that would just be translated to sets of ingredients. so the potential loss is negligible.