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Second, as you rise in tiers and research, you’ll unlock access to tech that will help you with logistics and travel that will eliminate the need for you to travel to a remote outpost by bringing the goods to you, and when you do need to travel you’ll be able to do so much quicker.
https://steamcommunity.com/sharedfiles/filedetails/?id=2727115968
The only problem with this approach - as I described above - is the inconvenience to manage. I hope that the developers will add something to the release.
Unfortunately, they won't show the status of the remote factory. Not to mention management. I didn't even find a normal switch in the game, and in order to turn off a remote drilling rig or a factory - I have to cut the power cable that leads in its direction. Why do factories have a switch, but not on power poles? A very strange decision.
Power switches exist in the game for this purpose, you likely just haven't researched them yet. They are a part of the caterium research tree.
To clarify: They are in the Caterium research tree in the MAM.
To address your other point: What kind of management are you looking for?
Remotely changing the produced materials? No such luck.
Remotely toggling power? Research the Power Switch, and build a control tower; job done!
Signs (in the AWESOME Shop) can help with knowing what a particular production line produces (or more to the point, which section a switch is going to turn off), and Beacons (built in the Equipment Workshop) can be named so you can see them in the map (researched in the MAM) and on the compass.
It's hard to explain if you haven't played SE.
In this game, the player, sitting in the control console, can do everything. Check the status and inventory of EVERY structural unit in the bases (except armor, of course). Turn them on, turn them off, toggle their options. Sitting at the control panel, you can manage production, move goods along conveyors, close and open doors, switch ventilation, control lighting, and in general EVERYTHING.
This is VERY convenient, and after you start playing Satisfactory - this is VERY lacking.
A fair point... then again, if you don't check the "Start at Tier 1" checkbox, pretty much everything has to be researched... including some of the buildings you use to perform research.
However, I still find it odd that the player knows how to build a factory but needs to learn how to make a switch.
Discovery takes various forms; some consider it to be enjoyable.
A quick (and not too spoilery) rundown, in case you decide you need a distraction or resource sink:
"Hard Drive" is useful for acquiring alternative recipes for things you already know how to make.
"Alien Organisms" is useful for learning how to deal with (pieces of) the local flora and fauna.
"Caterium" is a superconductor. Electronics like superconductors.
The zipline is in the Caterium tree.
"Nutrients" is relatively useless, after you figure out what to do with nuts and berries.
"Power Slugs" teaches you how to create and insert the devices used for overclocking equipment.
Underclocking is unlocked at the same time, and just as (if not more) useful.
As you already know, "Quartz" gets you the map; there's some off-road exploration equipment in there as well. Radar can help you expand the map more quickly, and Radio signal scanning can help your scanner find more hard drives to scrape recipes from.
Sulfur is extremely useful for avoiding damage.
Which is to say, ranged weaponry allows the elimination of threats before they can injure you.
In addition, explosives are excellent for clearing "debris", whether organic or inorganic.
I suspect some find the discovery to be fun. I certainly did, the first time through. The guessing game of what will be unlocked is mildly entertaining, and offers a pathway to alternative thought when one tires of doing math and building... err... buildings.
I can't argue with that... then again, most building games have some nonsequitors along the same lines. If nothing else, it gives us something to think about our characters never having thought about.