Hedning1390 wrote: Tue Jun 25, 2024 8:46 pmDid you miss the part where this is a game, so it should follow general game design rules?
People skip the burner inserter now because it has no purpose, no place in a base or in progression. It is not part of progression.
Also running advanced tech is not easier than running ancient tech. Just take a modern car. Try to repair anything yourself. Then try it on an old car.
I actually drive a 2000 Chevy S10. My father drives a 2018 GMC Denali. So I do get the old vs new car thing. That said, the auto makers also conspire to make repairs harder these days despite having computers and sensors far more advance than what my S10 has. If auto makers were as repair friendly as they were once upon a time, diagnosing and repairing modern cars would be a cinch. The car would be able to tell you, in plain English no less, exactly what is wrong and what is necessary to fix it.
Now, getting back on topic from analogies that do not relate, one of the core design tenants of Factorio has always been a certain degree of realism. That is why they refused to gives us simpler fluids until what they wanted to do with the expansion broke the current system so thoroughly that they were left with no choice
but to simplify it.
You are right on one thing, people do skip using burner inserters. There just isn't a point to using them outside of the tutorial where they are present for newbies playing through it to learn the basic concepts of the game. It is just easier, in a fresh sandbox game, to just hand insert until you got yellow inserters and electricity for them.
So what? You aren't the first person to want to use burner inserters into the late game. The last time I saw someone talk about, they made a mod so they could do the
ENTIRE factory using only burner equipment. That also meant making burner assemblers and the like too. Was neat to see, but not a challenge I personally care to take on.
The current state of inseters is fine. Yes, that is an opinion. Just as your belief that burner inserters are currently useless is an opinion.
Koub is correct. What you posted is just what he said it is, a suggestion or idea. Many suggestions/ideas originate as complaints about the existing state of the game. Some of my own, concerning the bot pathing algorithm and bot selection for a task algorithm have been examples of such. For example:
Wishing to set build priority for bots within a blueprint so they build in a same set order each time.
Construction Bot Recharge Improvement Idea
As you can see, I found something about the current state of the game that I didn't like. Thus I complained. I also offered a solution. At least, what I think is a solution. That is where the "suggestion/idea" part comes from.
This thread
does belong in suggestions/ideas, not because there is something you do not like, but because you are suggesting a solution for your perceived problem.
Personally, I don't like your idea. As such, I would be supremely disappointed in Wube if they were to implement this. However, as a mod, your idea has merit. But, only as a mod. Again, that is my opinion. Just as your perceived problem, and solution, are based upon your opinions.
Seriously though, if you really want to move the burner inserter from starting tech to end tech. Make a mod. Then give it a try and see how it feels to you. If you think it is great, share it on the mod site. Encourage others to give it a try. If enough do so and like, maybe, just maybe, Wube might actually change the game based on it. After all. Earendil got a job at Wube, working on the expansion because of his own mod making. The expansion is his Space Exploration Mod significantly scaled up.
One final thought, not everything in the game needs to have a purpose. There are many things I personally do not use. Things like:
Beacons outside of helping to speed up the mining of ore patches
Productivity Modules
Shotgun, Combat Shotgun & ammo
The car
Rocket launchers, nuclear bombs & rockets (2.0 will finally give me a reason to make rockets with the new turret)
Flame thrower
Mines
Laser turrets (outside of making personal lasers)
Artillery & ammo
Solar power (outside of satellites)
Red belts, red undergrounds, red splitters (seriously, I completely skip red belts and go from yellow to blue. They only get made because blue logistics needs them as an intermediate component)
Spidertron (I have arachnophobia so it genuinely creeps me out when I see it, I will not EVER build one, I'll research it for A single game only for the research everything achievement)
Power switches
Programmable speakers
Cliff explosives (I really don't care for cliffs, so they are always disabled)
Any armor lower than the Power Armor Mk.2 (I use a mod that gives me the Mk.2 out the gate so the other stuff is useless)
Nightvision
Belt Immunity
Personal Solar Panel
Discharge defense
So, lots of things in the game have no purpose from how I play, but I'm fine with how things are. Simply because I don't use them, doesn't mean they need to be removed or changed.