Beacons and Level 3 Modules Unfun
Posted: Sun Jun 06, 2021 7:18 pm
I understand most people may have fun with beacons and level 3 modules, that's awesome. I'd like to explain why I personally find them unfun.
With beacons specifically, although I understand that they exist as a way to enable larger bases without sacrificing UPS, they don't make sense to me realistically or intuitively. That would be okay if they enabled a greater variety of designs, however the optimal setup is always going to be 4 prod 3 modules and as many speed beacons as you can surround the building. That sort of design leads to constrained space for belts, which reduces the number of build varieties which cause builds to look like this: https://www.reddit.com/r/factorio/comme ... e_builds/
Since beacons are neither intuitively realistic or enabling a greater variety of build designs, I don't personally find them fun. One solution would be simply not to use them, however productivity modules are so powerful that not using them is an extreme nerf to your science output.
Now for why I don't find productivity modules (and more or less all the modules) to be fun.
First of all, similarly to beacons, I don't find productivity modules to be intuitive or realistic. I could understand doing scientific research on a type of building to come up with a more resource-efficient production process leading to a more productive design. However, I don't understand how placing in a few circuits into an existing building and not changing anything else would somehow make the manufacturing process more resource efficient (yet also slower for some reason?).
Speed modules make a bit more sense to me, perhaps they can be thought of an "overclocking" tool of some kind.
Efficiency modules don't make much sense but they would make a lot more sense if they only reduced pollution, but not energy usage.
I also don't like how level 3 modules are so expensive given how essential they are to growing the factory during the endgame. You want to scale up your factory so that you can make the modules faster, but it feels like a waste of time because you end up tearing down those new expansions to make compressed beaconed builds with level 3 prod modules as soon as you're done making a sufficient number of modules. So I tend to spend a very boring number of hours just waiting for the exact number of modules I need to make the new green circuit/red circuits/oil refinery setup. The expense of level 3 modules may be balanced since they are powerful, but the fact that they are so indispensable makes building them feel like a time consuming chore around when it would make sense to start using them.
Alternative ways to address the UPS issue
Without beacons or modules being used with assembly machines, another way to reduce UPS would be to enable scientific research of more advanced facilities which are more productive and require fewer entities. An infinite research path could allow for extremely fast assembling machines, perhaps such advanced assemblers could look more like rocket silos.
If I were to try and implement my suggestions as a mod, it would look something like this:
- Add assembly machine v4 which has productivity and speed equivalent to a fully beaconed/moduled assembler v3
- Remove module slots from labs and incorporate productivity into "Lab Productivity" research
- Add v2 versions of oil refineries, chemical plants, and electric furnaces which are comparable to fully beaconed/moduled v1 versions
- Consider adding infinite research path which increases speed/electricity usage of the high tier manufacturing entities
I'm curious if other people would appreciate a mod like this. If so, I'm curious about balancing the recipes/energy consumption of such entities.
With beacons specifically, although I understand that they exist as a way to enable larger bases without sacrificing UPS, they don't make sense to me realistically or intuitively. That would be okay if they enabled a greater variety of designs, however the optimal setup is always going to be 4 prod 3 modules and as many speed beacons as you can surround the building. That sort of design leads to constrained space for belts, which reduces the number of build varieties which cause builds to look like this: https://www.reddit.com/r/factorio/comme ... e_builds/
Since beacons are neither intuitively realistic or enabling a greater variety of build designs, I don't personally find them fun. One solution would be simply not to use them, however productivity modules are so powerful that not using them is an extreme nerf to your science output.
Now for why I don't find productivity modules (and more or less all the modules) to be fun.
First of all, similarly to beacons, I don't find productivity modules to be intuitive or realistic. I could understand doing scientific research on a type of building to come up with a more resource-efficient production process leading to a more productive design. However, I don't understand how placing in a few circuits into an existing building and not changing anything else would somehow make the manufacturing process more resource efficient (yet also slower for some reason?).
Speed modules make a bit more sense to me, perhaps they can be thought of an "overclocking" tool of some kind.
Efficiency modules don't make much sense but they would make a lot more sense if they only reduced pollution, but not energy usage.
I also don't like how level 3 modules are so expensive given how essential they are to growing the factory during the endgame. You want to scale up your factory so that you can make the modules faster, but it feels like a waste of time because you end up tearing down those new expansions to make compressed beaconed builds with level 3 prod modules as soon as you're done making a sufficient number of modules. So I tend to spend a very boring number of hours just waiting for the exact number of modules I need to make the new green circuit/red circuits/oil refinery setup. The expense of level 3 modules may be balanced since they are powerful, but the fact that they are so indispensable makes building them feel like a time consuming chore around when it would make sense to start using them.
Alternative ways to address the UPS issue
Without beacons or modules being used with assembly machines, another way to reduce UPS would be to enable scientific research of more advanced facilities which are more productive and require fewer entities. An infinite research path could allow for extremely fast assembling machines, perhaps such advanced assemblers could look more like rocket silos.
If I were to try and implement my suggestions as a mod, it would look something like this:
- Add assembly machine v4 which has productivity and speed equivalent to a fully beaconed/moduled assembler v3
- Remove module slots from labs and incorporate productivity into "Lab Productivity" research
- Add v2 versions of oil refineries, chemical plants, and electric furnaces which are comparable to fully beaconed/moduled v1 versions
- Consider adding infinite research path which increases speed/electricity usage of the high tier manufacturing entities
I'm curious if other people would appreciate a mod like this. If so, I'm curious about balancing the recipes/energy consumption of such entities.