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So many of those are confusing but i never have enough in a run to test it out or risk tossing money on it. The wiki just stating stuff like "This combines with stuff in front of it" Well that still doesn't answer where it ends up, does it stay with the combiner or does the combined item go infront of the combiner? Then you have timing, getting those correctly, why the smart grabbers sometimes reset themselves every time, but other times it doesn't change the item is loads?
Like one time I was doing the tomatos in a mixer. I had the smart grabber set to only grab it when its tomato paste, but it would switch to just a chopped tomato every once in a while. Why dooes two smart grabbers back to back make the smart grabber that is connected to the other grabber ALWAYS change what it's grabbing when an item passes through?
Basically, just like minecraft and any other game like this... there is a creative mode so people can answer these questions, without throwing away an entire run to hopefully, maybe, get the items they need.
A creative mode is over the top and most people would be bored with the game in a few days if it was added.
Btw, minecraft is not a "game like this". That comparison is really stretching. Minecraft has free open world building as a basic theme of the game, and it always has. This game does not have that, nor should it.
Minecraft started out with very little stuff you could do, but people still wanted to optimize their builds or just build cool ♥♥♥♥ without worrying. So minecraft isn't like this game, but in other aspects it really is. The game is literally described as a way to try and optimize your restaurant, it isn't "No automation do everything manually">
Being a dev myself I can firmly say, with any kind of automation of anything, you need an environment with almost unlimited resources to truly test optimization. If any game, any computing, any coding, any IDE, if it was highly limited in the code/tools/builds/game items then you would be beyond hard pressed to actually optimize much of anything.
So waste of resources? No, not for something so freaking easy to code into this that it's not even funny. I don't know if you are the type that just likes to argue or if you might not know much about coding at all.
The seeding really only changes the map itself, and each rounds cards that can pop up (I think at least, it depends on how seeded that actually is). The seed doesn't touch using the refresh/reroll of the blueprints on the ground. So the seed helps with the map and the base in between round blueprints, but that's it. That doesn't allow you to optimize, because chances are there is a blueprint that just rarely shows up, and it's one you need for automation.
But it should/would take a dev less than a day to do this. Do you know why? All the code already exists, they just need to make a spot where the person can grab the item with no cost, or provide the player with unlimited money. That's it. Big square open room, with either each item sitting there that replicates itself when you pick it up, or some sort of search function (Which again is beyond easy, there are APIs for word searching) and have the item show up that you can grab.
So, unless you are saying less than a day's work for a dev is a waste of time to allow an entire gaming group the ability to have fun, try builds, and optimize without constraints... than I don't know what to tell you.
Your sole reason for wanting creative mode was "practicing what works"
That is what Practice Mode is for. You can enter it every single day multiple times. I use it a lot to train my smart grabbers before the actual run starts.
The other reason provided was that you could optimize a run. That is what Seeded Runs are for, so you can go into the same seed repeatedly to figure out the best way to play it.
In response to my completely logical and polite response, you wrote several paragraphs ranting about how it's not a waste of dev resources.
What does you being a dev yourself have to do with anything? And if you are a dev yourself, then you might consider improving on your communication skills.