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yes, one landing pad per planet a really obnoxious restriction I really hoped they'd remove in 2.1, but they did a half-measure instead. their rationale is uncharacteristically misguided, intended to prevent using rockets for on-planet logistics. first of all, it would be a cool option. second of all, that option would be impractical and very expensive both in terms of resources and UPS, so people would only use it in very niche scenarios. it's an overwhelmingly unpopular design decision.

I also dislike that they moved some base game tech to space and other planets to discourage extended stay on Nauvis. which again makes no sense because an extended stay on Nauvis itself makes no sense when each inner planet offers overwhelmingly powerful tech that renders every single assembly line you can make without leaving Nauvis utterly obsolete. not having cliff explosives before Vulcanus, which may not be the first planet you visit, is a minor but obnoxious inconvenience even if you do decide, deliberately or due to inexperience, to stay on Nauvis for a while. artillery being moved there is equally pointless -- the best defense in the game are landmines, and they can be still unlocked in less than an hour. I don't remember what else had got moved, but I do know that if I wanted to build a 10K SPM kilobase without ever going to space, I still could. and even if there weren't these hamfisted disincentives, the #1 advice for noobs would still be "go to space ASAP", because the incentives alone are more than enough.

that all being said, these are my very only gripes with Wube and I played the game for >1000 hours, 200 or so after the DLC came out. except for maybe not being able to choose the output lane for inserters, but that limitation is as old as the game itself, and I don't know whether it's a misguided design decision or simply a limitation of their extremely optimized belt system.

I don't think there's ever been a game I've been more satisfied with. for every game I ever played that seriously, my list of complaints had much more entries than <10 with Factorio. it exceeds even the old Blizzard's level of polish.

 help



> I do know that if I wanted to build a 10K SPM kilobase without ever going to space, I still could

Yeah, not everyone plays with the expansion.


oh, neither of those two complaints apply to the base game. vanilla gameplay is still largely what it's been since pre-1.0. 2.0 changes like the simplified fluid mechanics imo had only positive impact on it.

> except for maybe not being able to choose the output lane for inserters, but that limitation is as old as the game itself, and I don't know whether it's a misguided design decision or simply a limitation of their extremely optimized belt system.

I think I might have some good news for you, this was added this summer with the extension of the “flip” mechanic

https://www.factorio.com/blog/post/fff-442


sadly, that only applies if the belt is perpendicular to the inserter, not parallel (i.e. you can pick left-right, not near-far), so it's only half-great. it addresses the major inconsistency with non-trivial belt configurations breaking when flipped rather than rotated. the minor inconvenience of assembly lines requiring a small lane-switching segment on their output belts once one lane is full still remains.

Output lane switching is possible - some mods (e.g. [1]) add it, as well as even wilder options. Not offering it in the base game is a deliberate choice.

As far as belt lane management goes, another interesting option - which is also present in the engine, but not used by default! - is lane splitters [2].

[1]: https://mods.factorio.com/mod/quick-adjustable-inserters

[2]: https://mods.factorio.com/mod/lane-balancers




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