I'm afraid I must agree with the people who dislike spoilage-without-refrigeration as it is a significant way to remove fun from the game. Even IRL the refrigerated railcar is essential to getting perishable goods from production site to market without it spoiling enroute, as before they were invented long-distance transport of perishable goods was impossible.Loewchen wrote: βSat Jun 08, 2024 1:33 amI could imagine the exact opposite: A factory that produces exactly enough for one single wagon train in a burst and then halts production until the next train arrives. Bots will still be faster for short distances, but for any span bots can't do without recharge trains will be very attractive.bobucles wrote: βFri Jun 07, 2024 9:10 pmMaybe? It seems like a system that won't play well with trains...
And having an entire factory that cuts off when there's not a train in the depot sounds like a complete waste of power production, time and energy on the players' part.
I like building self-contained outposts and mini-factories and outposts with their own power and such as much as the next person, but that's only because my factories all but depend on the ability to stockpile resources such as science packs, resources which already don't get produced in a reasonable amount of time in 1.1 unless you have massive factories behind them.
In other threads on this forum, I have complained about the speed of blue and green science pack production taking over 24 hours to make even half a box of science packs. Now, while this has been relieved somewhat thanks to tutoring I've received in my DMs, I still haven't gotten the hang of being able to get blue science in a reasonable amount of time.
Furthermore, prior to this point I've only barely ever used the circuit network, and I've never used robots, preferring to place down everything manually since no one outpost placement situation is identical to another. I still don't use any of the circuit network blocks, such as the combinators and probably won't in the upcoming expansion as I feel they are still far too complicated to dig into. (I don't handcraft anything in my inventory if I don't need to, so don't start with me there.) This is just more forcing me and others to use things we would much prefer not to utilize as they are a gigantic pain in the ass to get into.
Item travel time should not be a logistical challenge, because it isn't and will never be a logistical challenge. It's a logistical nightmare and source of nothing but frustration and agony.
You might as well have added this code to your game:
Fun level = reset to zero, proceed into negative numbers on an exponential scale
Frustration level = set to 100%, proceed into massive positive numbers on an exponential scale
Ragequit probability: Set to 100%
This FFF is bound to be a source of decisions for many people who either don't buy the expansion at all or turn off Space Exploration and stick with the new stuff that is actually fun. The first mod much of your more casual player base will be vying to create and download, is a mod that completely removes spoilage or adds refrigeration because an extreme minority of people will find your current setup fun, like around 0.000001% to 0.000002% of the population of people who play this game.
Spoilage smells of forcing the casual players out and the dedicated, hard-core players in, pandering to an extremely small portion of your playerbase. Way to remove the ability to bring in any fresh blood, too.
The best thing to do is to trash the entire spoilage mechanic or set it up in such a way that it can be switched off, much like biters and pollution in the base game.
With spoilage involved in gameplay, fun will go bad faster than unrefrigerated hummus left to rot in the hot sun, and the game will begin to stink more putridly than rotten fish left out on a hot summer's day.