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By the way, you gave a really good list of silly restrictions that annoy me too. So yes, I would not mind if many of these things were fixed (it's called improving the quality of life), but I didn't bring them here just because it wasn't about them. I don't know why these things, but they don't really make much sense to me either, except to annoy you from time to time. And on the merits, I've never heard an argument for why these things shouldn't be fixed other than “well since there are already stupid solutions here, why should we even fix them?”.
>As for the second argument... do I even need to break down why calling something "mega stupid" is not an objective argument based on any merit :mhwhappy: And the part about "You will have to do the logistics of the flasks anyway. So what is the problem?" I don't really know what it was supposed to mean or argue, it's just a statement in a vacuum, you might want to clarify.
It's silly because you don't have the inetruments of long term storage and the game forces you to do things in an inefficient way. This also applies to bioflux for the bite hive by the way. You can certainly ship it every time but it's so convenient and reasonable.
There's plenty of mods that make the game easier, that remove various aspects of the intricate puzzle that is Factorio. Adjustable inserters, loaders, super-belts, infinite ore patches, anything and everything, just pick a dozen or two and play as you want instead of complaining on the forum that the game balance does not cater specifically to your skill level. Hell, 1 minute search for "Biolab" on mods.factorio found me a "place biolab anywhere" mod - voila, install it and stop complaining that the creators of this extremely successful game don't take advice from a dude who did not think to check whether he can place a biolab on Gleba before organising all science to be concentrated there.
Okay, I think we've finally arrived at the actual problem. You consider the game placing limitations on you to be silly, and it annoys you. And you think these are things to "fix" rather than intentional limitations to work around.
This explains everything then. You don't understand Factorio at all. As in you don't understand what this game is about. You seem to want to play Factorio the way you want to, with as little limitations as possible, you want to be able to do everything the way you want to. You want a very open sandbox experience. But... Factorio is not a game like that at all. As I've said countless times now, Factorio is a game that makes you work within it's own limitations. And changing that to make things work the way you want, or to make them simpler, isn't even remotely the same as introducing "quality of life" to it, it's changing the very nature and identity of the game.
You may not understand it, but people who love Factorio actually really enjoy this part. This game didn't earn it's current fanbase because it let peopel do whatever they want, people who play it don't want an open sandbox where the world is your oyster. We want to be given rules and limitations, and work around them to create working solutions. We want to problem solve within a given framework. Like in programming, for example. Why do you think virtually any big and popular conversion mod leans into this idea even heavier than the base game does? Because THAT'S THE FUN PART! Krastorio, Industrial Evolution, Space Exploration, Pyanodons and more: all of these thrive on the very concept of rigid rules and limitations, and that's how they create compelling problems/puzzles, call them however you wish. And that's exactly why Space Age leaned into this part as well, because the devs know what their fans want to see from the game. And seeing how well received both the base game and the expansion is, they are clearly correct.
So the end conclusion here is as follows: Your core problem is incompatible with the game you're playing. You want something completely different from Factorio than what it is at it's core. You want the game to work the way YOU want it to work, meanwhile the game thrives on doing exactly the opposite, and that's how it earned it's current fanbase: by creating a rather rigid framework that players have to work around to achieve the game's or their own objectives. That is literally the point of Factorio. You may not like it, but it doesn't change what kind of game it is. And complaining about the very thing that makes the game what it is... is pretty pointless, really. Especially when you're complaining to people who have the exact opposite preferences to you, and they like the things you dislike.
Well, we can finally put this one to bed. We arrived at the source of the actual problem. And it turns out to be personal preference after all. Who could've seen that coming? Case closed.
Quit trolling and twisting my words, there is no skill issue involved its just an unecessary restriction at a point in the game where the challenge was already overcome, nobody is asking for the game to be "bent" we are asking for it to be CONSISTENT.... example, the foundry from vulc can be built on any planet but it requires an additional logistical challenge to support that, so why not do something similar with the bio lab and require a logistical challenge to support that?
The electromagnetic plant doesnt even come with a logistic challenge of having one outside of the planet that can craft it (and I wouldnt mind it getting one) you can have it on nauvis, gleb, etc with no challenges to keep it running.
What do you mean arrived at the source of the actual problem, this was what he had been stating from the start he wanted freedom to have his research on any planet without being overly punished for it with no solution, that is a preference and something devs are likely to support in the future along with whatever challenges they deem necessary to make the player achieve that, and for now this is limited to mods.
You are the one that ran this around calling it a skill issue and now you have acknowledged defeat and switched to calling it an issue of personal preference in a part of the game that is meant to be extremely open ended, something we have been trying to tell you....but i agree this being over is long overdue.
I don`t even personally agree with the OP because I just don`t like building on gleba that much and im fine with bio labs on nauvis, but at least I don`t belittle them twist the narrative.
biolabs should be buildable anywhere because all the other unique buildings can be placed anywhere
that is all
You have that entirely backwards. You built up your logistics system around sending everything to the planet where you get the one pack that spoils. You could have just set it to automatically send packs as quickly as it could and not care about the spoilage because the next shipment is on its way. You set up a roboport with a single requester chest asking for spoilage that feeds directly into a heating tower, and have ALL of your spoiled science go directly into the burner as it comes off the end of the belt where the oldest packs spoil.
You literally built your entire infrastructure to get around a problem that doesn't really exist in practice. And those biolabs on Nauvis once you get those going have the same 50% base productivity as the rest of the new buildings, so you get that much more science out of every half spoiled pack.
If the packs rot in your labs, it means that:
a) You produce them and/or consume them too slowly and/or they're already too rotten when they're created. Either way, this indicates an issue in your logistics chain that you need to fix. That's just like anything else at Gleba, just extended to the interplanetary logistics.
b) You're trying to stockpile them on Nauvis. Which is a wrong approach, Gleba stuff simply needs to keep moving (love it or hate it, but that's how Gleba is designed). There's even the health research, which has very little gameplay value (when was the the last time you were low on health in Factorio?) but it's very useful for removing any leftover Gleba packs from the Nauvis chain. Or you can just throw them into a crusher or heater if that's what you prefer.
You can setup normal labs on Gleba. If you really want you can just do that and not use bio-labs. Is up to you to decide which one is more efficient or works better for you ultimately.
Gleba being neighbor to all the planets also means it's a single hop to move the science labs and biomass (for captive spawners on Nauvis, cheap nutrients if you want biochambers doing what they can on the other planets). Put your fastest ships in between Gleba and the rest and move full loads of fresh material all the time.
When I first unlocked Biolabs, I thought exactly that... with a spoiling science pack, infinite resources, all planets adjacent, and a native foe more dangerous than biters, I figured we were supposed to make our main base on Gelba, and spend a lot of time there. Loaded up the labs in rockets, only to get them to Gelba and get a rude awakening.
Live and learn.