ilikegoodfood wrote: ↑Sun Sep 10, 2023 11:57 am
Thank you for being the voice of reason.
On a different note, the all caps yelling by the developer comes across, to me, as extremely unproffesional.
I'm not sure i'm qualified but if that's my temporary title, i have to say that i do not remember any dev yelling in caps , and still i i'd rather have unproffesional honest communication adressed to me, than very profesionnal corporate lies with smiles
Best being an argumented answer such as yours i suppose since that provoke further discussion
ilikegoodfood wrote: ↑Sun Sep 10, 2023 11:57 am
Inventory management is no worse than having new Mk numbers, except that it can apply to everything if you choose to set it up that way.
If you only use quality tiers after getting to tier 5, then you simply swap everything in your inventory and logistic from one to the other. If you don't build quality modules, then it has no effect whatsoever. If you have a tier 1, 3 and 5 zone, then you will need to have malls for each zone, and a means of swapping what you are carrying between zones.
The ability to save and load logistics request setups would help with this, and may have already been implemented. We don't know yet.
There are still things like biters attacks your zone tier 5, and when your repair it, stuff from many different quality (recycle-ready) ends up spreading around or just when moving such high quality facitlity around, or designing them, removing that underground belt filled, that's a fast way to clog inventory that happens with mods having many many items. And i hope too devs have thought of ways to handle it. ( having it invisible and not greyed out before the research is one thing that indicate it was a concern i think. )
I think instead of tier 1 3 and 5 zone, there will be (i will try ) production lanes where one can upgrade all the assembly, or production lane designed once tier 3 is available, and those would have all the power poles of tier 3 and the rest of tier 1 , or play the game to unlock tier 3 substation and roobotport, and from then transition to make a cityblock style using those.
I think it can also means that you have some areas for producing things, maybe version A and B next to each other, and one can remove and redo version A once there is enough material of high quality available while keeping B functionning. Say for furnaces, you have 6 lanes of funarces , 3 for A and 3 for B and once there enough high quality furnaces in chests, A or B gets to be redone using the more space efficient blueprint. I think it gives incentive to not think of the factory as a static construction but rather as something more organic, that grow in both horizontal and vertical direction.
I think of making area to produce high quality material, probably not on the original planet, but ship all the finished product used to build in the same area, or at least the material of high quality and have a place where all the different degree of quality are next to each other, in my mall, so that i could pick up some super assembly tier 3 quality 5 but only the quality 2 substation because my blueprint uses those. Designing those areas again make me think of the clogging inventory. But i like the idea that a "good" blueprint is one that is made to evolve over the course of the game like modular rather than one that is ploped down at minute 10 and that gets filled during the rest of the game.
I still think that most of the consumed ressources will be of no quality grade, thinking if quality is optionnal, science will still be the main ressource sink and not REQUIRE any, but i like the idea of being able to build super dense, supercharging an area with 12 beacons filled with quality 5 speed module 3 ? yes please i'd like to try that, maybe i'm not going to use it as my all-the-time-furnaces-end-game-goal-perfect-blueprint , maybe i'll stick to regular low quality things most of my games, i don't know the expansion yet x), but i sure WANT to try that, and i can't imagine amongst all the things there won't be a few items that i will prefer to have in higher quality for my later game, like well trains x) i like trains world as mid-way between peaceful and vanilla, but i suppose the deathworld player will have a particular attention at the ammos turrets and equipments. I'm not using many bots in my bases, but i'm usually using a lot the personnal robots, so i like the idea of producing only quality 5 construction bots, and quality 1 logistic is fine for satelites.
ilikegoodfood wrote: ↑Sun Sep 10, 2023 11:57 am
Because every machine will always output items with quality equal to the quality of it's lowest quality input, you don't need quality upgrades at evert step of a procduction line. You only need to boost the quality in a few key places.
This could be at the end of a production chain, thus effecting only that one output.
It coul be at the very beginning, turing all base recources into whatever
I fully agree, i was thinking about recycling iron plate, but yeah it's not allowed, probably that would be too easy to just do it at the beginning of the chain once, but i still have in mind the idea to try to have it as early as possible in the chain. And that the area of "production" for high quality have to be localized, whereas some buildings of high quality could be used "everywhere" like substations.
Also noting that fluid are lost during recycling process, i'm curious if it mean that coal becomes now an unlimited ressource, since oil is and you can make plastic from the simple receipe, recycle it and get a coal ? sounds fun