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Most of what I wrote was about stuff that could be solved in unreasonably complicated ways (as far as my understanding of the game mechanics go) and so I just wish the game would have implemented their otherwise extremely simple solutions for me OR they are just things I thought would be useful or fun in niche usecases but aren't included in the game.
I think they already fixed this:
https://forums.factorio.com/viewtopic.php?t=127257
Belts, circuits, mods.
I don't have any of your problems.
Handling biter eggs extra safely would be a little trickier too, but still this is a primitive you can work on engineering that.
For 2 I have a couple different systems. One is to use specific platforms designed for speed and only haul one spoilable product with that platform. The other was a series of S/R latches to make available on the planet filling the requests only the items requested in the number and order I wanted them shipped in. The bit that made me unhappy for your item 2 is you can't use a constant combinator on the space platform hub to reserve material. For example you can't set a constant combinator to -500 ice for example to trick the system into leaving a buffer of 500 ice in the hub. The hub always shows what's actually in it to the circuit network. Minor quibble but I had to change my plans for my space platform designs.
For item 3 I discovered long ago (due mainly to the physical size of the combinators) that mechanical clocks consisting of a chest, a loop of belt, and 2 inserters often takes less space than a complicated clock based on combinators. The time they run can be regulated by inserter speed, belt speed, and the number of items in the chest. You can chain several mechanical clocks in series or parallel to each control a different item/task. You have to fiddle with number of items, belt, and inserter speeds but once set up it continues to work the same every time. The benefit to Space Age is I can now use a recycler to eliminate the trigger item (which is usually something cheap that I can make on that planet but I don't keep in the logistic system on that planet (iron chests on Nauvis, shot gun shells on Vulcanus, Yellow ammo on Fulgora, etc)
For your Item 4 I just went less complicated and use more inserters.
For Item 5 I just use separate rocket silos in separate logistic systems that have access to only a few items. Biter eggs section has its own separate rocket silos.
6 would not have been useful to me but I would have just used the red "X" to limit number of available slots and leave the number of slots static. If you want a "storage chest" that you can lock products to inventory slots lay a few rail tiles and just use a cargo wagon as your static chest.
For 7 I always eliminate the chance of emergencies. First trip was always manual to see how the set up performed. If there was a problem I brought it back and adjusted the design. Once I got a working design I never made it bigger I just made more of the design that worked.
How dare they.
Platforms will not create automatic construction requests for ghosts that effectively cannot be built yet because there is no foundation yet.
This is my peeve as well, but realistically - it's not solvable to set logistics requests via circuitry. Sure; you can pick an item signal and set its amount -- but how are you going to specify the planet the platform should import from?
Unless you create some kind of exemption such that circuit-added products are imported from whatever planet the platform is over.
... which might not actually be so bad. The platform hub can tell you what planet it's over via the to/from signals. Stationary orbit is signal value 3 for a planet signal.
Agreed. Just full-stop agreed.
Circuit-readable freshness should have been a thing.
You could use a simple looping belt and a splitter and use belt monitoring to create a somewhat balanced sushi belt that's topped off from a requester chest. It's not fully bot-based, but it solves the problem.
Filters are probably limited to 5 per inserter as either an overall game balance concern, or a performance concern. (Keep in mind: an arbitrary sized filter list means an arbitrary amount of comparisons for every inserter every time it needs to pick up an item.)
You can disable automatic requests and direct-insert biter eggs into the rocket silos only when they receive a request signal from orbit. Just have to make sure that the product you want to have dedicated launch silos for, is not present in your logistics network.
That actually would be nice, yes.
This is a consequence of the design choice to only evaluate interrupts when the train/platform schedule advances. Which was done from a performance perspective. (Constantly checking schedules each tick means potentially having to constantly check reachability within the rail network to stations. Which is very expensive.)
Nothing wrong with engaging in constructive discussion, either. I disagree with those being complaints - more like "want to haves" - but as long as it's all respectful and thought through, nothing wrong with it.
Yes, all of these problems are more "ME" problems than "Factorio: Space Age" problems. Most of them stemmed from me designing complicated and elaborate systems only to find out way after finalizing them that they are fundemantally broken in certain corner cases and my first instinct wasn't to start hours of work over from scratch but to come to the forum and cry "I wish the game did this more like I imagined it would!" Eventually I'll just get over it and do the work, but it feels nice to let the frustration of it out of my system.
Even the Biter egg problems on Gleba could be considered a "me" problem. "Getting alerts every minute because a Biter egg hatched and nibbled on a laser turret for a millisecond? Just ignore the alert! Problem solved." Well, not for me. I wanted to keep my Factory completely alert-less when everything is working more or less as intended, but no luck there and it's annoying me. Eventually I'll probably sit down and just design a Biter egg pipeline so ridicolously robust that there is no chance any Biter egg will ever hatch anywhere. I see lots of combinators, lots of wirings and rewirings and lots of frustration in my future.
Thanks to RiO and knighttemplar for indulging me in the lengthy conversation. Those were some nice reads.
Also yes, I didn't intend for any of this to reach the devs specifically. I know they are giant trolls and would probably laugh at my Biter egg-induced alerts. I just came here to share my thoughts and maybe discuss them. The negative tone of the title is sort of a social experiment to see if negativity would really drive the engagement upwards more.
Especially thanks for pointing out the performance considerations of inserter filters and transport interrupts. I wouldn't have thought of them on my own, but they totally make sense.
For this point I also considered something like this. I would believe automatic construction requests are also just served from the logistic networks of whatever planet the platform is in orbit of, no? I see no reason why the same system couldn't be parameterized with circuit signals.
Actually; I'd go one step further and state: I honestly think the whole import-from-planet thing was poorly thought out.
It would've made more sense to not couple the import-from-planet filter to the logistics requests, but to have created a separate system for it. Because that would've allowed its reciprocal to be worked in in a logical manner as well: an export-to-planet filter.
And you'd have been able to more precisely control which goods get dropped to which planets - preventing platforms destined for distant worlds like Aquilo from dropping off vital supplies for that planet on a stop passed Gleba or Fulgora where they have to pick up other things that also need to go to Aquilo. Right now you can only make that work reliably by denying the platform to unload at those scheduled stops in its entirety -- which for some things just doesn't make sense.