Factorio-Xander-Mod / Xander-Mod

An extensive overhaul, emphasizing detailed and realistic chemistry, materials, and production. Extends the base game to marathon-style scope and difficulty.
https://mods.factorio.com/mods/Repofme1/xander-mod
GNU General Public License v3.0
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“Productivity Module I” should depend on “Duralumin Casting” #50

Open VoidPhantom opened 6 years ago

VoidPhantom commented 6 years ago

Because tier 1 productivity modules require duralumin castings to make, this should be reflected in the tech tree.

lossycrypt commented 6 years ago

Not even the base game has a "perfect dependency" tech tree (look at the science packs), because it would be too confusing to look at. This has been suggested many times on the official forums. The conclusion is always that the player is expected to understand by themselfs that they'll need further technologies in addition to the one that unlocks the recipe-as-such, to actually craft the item.

TL;DR: I very strongly oppose the notion of "babysitting" the player through the tech tree for every recipe and every component. Both for code-maintainability and playability reasons. (As long as it doesn't cause any actual progression bugs ofc).

This applies to all your "X should require Y" posts to the same effect.