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But recently I've been using either Autodrive or KruiseKontrol for my autopilot needs. Both occasionally bump into things, but it's usually trees and Autodrive actually has a little, optional, heal built-in for those accidents. AFAIK they should be using the same pathfinding that AAI does, but for whatever reason they seem just a bit more accident-prone.
There's a couple vehicle snap mods, which might help a tiny bit with my skill issue, though not much. The auto-pilot I'd need would have to be something like the temporary stop thing for trains. Of course they use the rails which are already clear of rocks, trees, pipes and such, so that's a different issue anyway. My skill with the car/tank is limited, mostly, by my ability to switch from map-relative directional thinking to vehicle-relative directional thinking. "W" is to move North, always, for the character, but could be South or West, or any other 'random' direction if I'm in the car. It has been a skill issue for many decades and I don't see it changing any time in the near, or very distant, future.
Also, I think I've been using the Tree Collision mod that reduces their hitbox. I know I have it installed, but I can't remember if it's been in the saves that I'm thinking of.
The autopilot(s) we've been talking about is more like ordering a spidertron around than temporary train stops, though obviously non-spiders can't ignore most obstacles.
The other 2 alert levels, however, do produce rather annoying sound alerts and alert icons. So unless you mute the game or mute the alerts in the sound settings, they are impossible to miss. Those 2 alert levels are for damaged entities and then destroyed entities. They DO produce a sound.
That can be caused by a lack of output room and the machine inner buffer being full too. Deconstruct and rebuild, the buffer is empty, the machine works again. But this is just how things work, it should not be a surprise to you.
It could also be that some inserters feeding that machine are stuck, holding an item that the machine doesn't need. It can happen is some edge cases only. Inserters are all smart, they won't grab anything if the machine they are feeding does not need it.
If a machine needs only iron plates for input, no inserter will randomly grab something else and be stuck with it. HOWEVER, for example, if at one point you change the production of that machine and your timing is bad/unlucky, it could create a problem. The inserter grabbed an iron plate, 0.1 sec after that you switched the machine recipe to copper cable. The machine does not need the iron plate anymore, the inserter is stuck with it. Removing and rebuilding the machine is one way to fix it. Removing and placing the inserter again would too.
Another example would be smelting. Say you have a steel furnace that produces iron plates. It needs iron ore and some fuel. We'll say coal is the fuel used. It is possible that the same inserter feeds both of those things to the furnace. If you let it do its thing, the furnace will always work. HOWEVER, if you were to manually drop a full stack of coal in the furnace, bad things can happen. The inserter grabbed a piece of coal to refuel the furnace. While it's holding it, you drop a stack of coal in the furnace. The inserter can't drop the coal in the furnace anymore, since that furnace fuel (coal) buffer is full. So the inserter waits, the furnace smelts the iron ore it had buffered. Because of bad timing the fuel buffer remains full the whole time, the furnace will never be fed iron ore again and the inserter is stuck, holding coal.
Whatever happened, there's an explanation. Some cases are very unlikely to happen. You can play a whole game and never encounter them. 150 hours later, you face that situation for the first time and I'll admit, it is puzzling. You did nothing new but simply because of really bad timing, you created a bad situation.
As for skill issue, sure it's some of that. But the game doesn't teach mistakes. I would be fixing something up, spending hours getting it sorted, to only find out my stone supply got destroyed, where my walls and turrets didn't stop them with no warning. Even if I was to find out, the time to walk to get there, it's too far. Let's not mention the vehicle controls are clunky being kind.
In dsp, I can copy huge areas and expand. I can't do that here. It's just smooth.
So you can say it's a skill issue not getting use to the clunky gameplay. I just call it clunky gameplay. We can criticise fsp games with clunky shooting mechanics and don't call it a skill issue.
And by the way, you absolutely can copy and paste massive areas. Blueprints and ctrl-c/v is bread and butter of playing factorio past the early game.
If a building could just sometimes not work after being put down and require replacement neither blueprints nor copying and pasting would work at all since builds would just randomly fail and that literally never happens. If signals were not working properly train-based bases would not function at all - but they function and are perhaps the most efficient way to build with block methodology. If biter attacks did not produce warnings perimeter walls would just randomly let attacks through after attrition wore them down before you have bot networks - that never happens.
No, if biters attack you will get warnings. If they destroy something you get a more annoying warning.
"Your experience" just sounds like lying to all of us who have played the game and know how few programming bugs there are in the game. If something doesn't work right it's astronomically unlikely that it's an error with the game instead of an error the player has made. I would put good money that there are more bugs in DSP than in Factorio. Something still in full development is so much more likely to have bugs than something that has been feature complete for a long while, without even taking into account the amount of effort Wube has shown they go to with regards to avoiding bugs (this comes from their FFF blog posts that has shown us a lot of what they did).
It's also very interesting that you're so invested in the forum of a game you're not going to download again.
Actually, if one were to stay off the forums, wiki pages and other sources of information, the game teaches mistakes quite well. So long as the student is paying attention in class. I spent the first 13 months of playing the game without even realizing the Wiki existed, let alone being here or in the related Discord. I learned from the mistakes quite nicely. I even learned from the mistakes about what I learned by mistake.
"With no warning" either means they went some other, safer, way to get into your base, or you ignored the warnings, several warnings covering at least 3 levels of alert 2 of which include sound. That's not even a skill issue. That's simple neglect. It is also two mistakes with lessons not learned. 1) Pay attention to the warnings - they have a reason to exist and it ain't to make pretty signals on the screen. 2) Whatever you had as a 'defense' wasn't as good as you thought it was. Not enough guns, or not enough ammo for them, or wall too short, or alternate routes of travel you missed, or something else. Whatever the factors were, your plans were not good enough.
Sure you can. Ctrl+C, drag over the 'huge area', place the cursor where you want it copied to and click. From there the bots rebuild the copy. The largest 'huge area' I've ever copied was about 1800 x 1800 tiles. Even with 40,000 bots working it did take a while to finish, but that's the design of the game. If you need instant build just use editor mode. 9 keystrokes gets you there "~/editor⏎", though if you've not yet used any other cheats the game will give you a warning and it'll take 3 more key strokes "~↑⏎", 12 total.
You, and everyone else, can call either one by either name. Typically if thousands have no problem and a few do, it's probably a skill issue, not clunky games. Driving the car is such a thing. It is a skill issue. I can't do it well at all. Most players can. The controls work just fine and are not clunky at all. They even make sense and operate as advertised. Still, I can't do it, and it's a skill issue.
I understood that from the beginning. What I don't understand is why you're even here to write about your experience. I'd understand a review, that's what they're for, but not a post in the game's forum. Having decided it's not a game you want to play, I don't even understand why you're in the Factorio forum at all.
For comparison, Steam says I've logged ~800 hours in this game and the only buggy situations I've encountered are because of mods. And, I might add, those are still rarer than what you describe. Other people have thousands of hours in vanilla and can't even remember encountering a single bug. It may not be impossible for a new player to find a bug that no one else has seen, but the odds are so low that if you're that "lucky" you should consider buying some lottery tickets.
I mean, again, game settings are a thing. I agree that the defaults are not kind to new players, but instead of writing the entire game off you could just, y'know, change the settings. That the devs provided for you. To use. Did I mention that the majority of Steam achievements can be earned on a map with zero enemies?
https://imgflip.com/i/8clded
(^unnecessary meme link. I don't normally mess with these things, but thought I'd give it a go. It does not appear to embed the image like I thought it might)
Yeah, that's fair.
Tell me you've never used construction bots without telling me you've never used construction bots.
Unless the mechanics aren't nearly as clunky as a new player suggests. What if someone is raging that they can't manually reload their gun, instead having to empty the clip in order to reload? But all the regular players just reply "dude, there's a keybind for that; skill issue"? Are they wrong?
If I am going to take out a nest I make sure I use one of the above methods to clear out where I'll be driving before I run through and take out the worms and nests. I'm half blind and have poor motor control. If I didn't do those things I wouldn't be able to clear out nests. I be getting stuck on them and immediately get killed and have to reload a save that might be as much as 5 minutes old. Doing that enough times (especially in a row) makes you think about ways around the problem.
For example, a machine with 2+ rounds of production in the output slot will stop triggering inserters for inputs and pause itself when there is not enough ingredients to continue.
This is meant to prevent machines from making the items until a full stack when there is nowhere for it to unload its products.
The idea is that the ingredients would be more useful elsewhere until the output is sorted out.
You can still force the machine to continue to produce by hand-feeding the ingredients.
Similarly, inserters will stop inserting into a machine that already has enough ingredients for at least 2 cycles of crafting, but they will start putting ingredients in again as soon as it goes below that point.
The game provides you with the necessary informations to understand it if you want to, but won't forcefully feed the information down your throat because for the most part you don't even need to care about this unless your factory is not working properly in the first place (due to mistakes like not routing a belt properly or not having automated the whole chain).
It's the same for most other criticisms, like the copy/paste for example.
It does exist in factorio, but it is initially locked behind researching construction bots for the first time (together with blueprints).
This is because without construction bots, you are only placing "ghost" versions of the entities and have to place them yourself (can still save some time when designing though).
It's fine to not have enjoyed the game though, even if we can contradict your reasons for it it doesn't make your experience less valid for your own enjoyment.