And could be part of a DLC.The basic "group up, move to source of pollution, blindly charge whatever is in range" mentality of aliens cannot be helped, it's part of the core game and done that way for performance reasons.
That's exactly what i meant, not moddable, but therefore a possible part of a future DLCBridges: Not really moddable, requires some core game changes. Same with tunnels. These have been requested often.
They do much more and are far more complex than what's really needed. They are game changers and they only work, if you use trains exactly the way how they are defined through the mod-logic.Aeternus wrote:- Programmable train system: LTN, Fat Controller mods?
Maybe this would do the job, but in fact, instead of making the game better they just degrade the train part and make the game less fun.
I just want one (!) additional way to set a defined unique target with a simple circuit logic without that complicated stuff LTN, Smart Trains and other mods add. I've tried them, and it is nice they fit your personal needs, but for me, they are simply "too much".
It's not consistent, that you build only one time in the game some batteries, some shields, some exosceletts and some reactors, and after that, never again. It just costs time and only once. If they don't use up (how it is actually): fine, but it still break the game idea, where your goal is to automate everything. You will NEVER do it for that stuff, because it isn't worth it.- Module damage: No. Just no. Factories don't suffer wear and tear either from normal use, so player modules should not either. Nothing is more frustrating then being in the middle of a biter base and suddenly your damn armor falls apart, or shield mods kapoof.
It would be much easier to implement two or three more armours without modularising grids, but different functions: one with a personal roboport (for construction purposes), one with exoscelett- and shield-function (for fights) and possibly one or two more. This would reduce the "i have to craft this shit manually"-part to a minimum without loosing the base functionality provided through grids...
I'm talking about stuff, that isn't even planned for 1.0.Because I can guarantee you - chopping up a game into features and selling them piece by piece, is going to piss a lot of people off.
NOBODY out there can argue, this are features Wube software has to implement in the game from the beginning, because if they don't plan it for release, what are you expecting here?
At least, we don't know, what is planned after 1.0 - perhaps we will see continuous development, perhaps Wube will start another project... Nobody knows.
Reduce your expectations from what we will see after 0.17.x, because you don't know if there will be more features that announcend until now.
Well...You can check his post history. Don't try to reason with him, he is not here to have a meaningful discussion.
Until now, i got no meaningful reply with counter argument more than "i don't like it, just use LTN and fuck off". Even you two don't say nothing more than that. There is no meaningful discussion possible if there is no one who else, who wants to explain his position.
My train-suggestion would do exactly that: make the game more automable with less maintenance. So, i don't see your problem...I hate high-maintenance non-automatable crafting games.