
Improve logical sequencing of advancements
TheRealWormbo opened this issue ยท 0 comments
Describe the Suggestion
Since the rework in version 0.5, Create's advancements seem to be way too linear, to a point where sequences of advancements make no sense. For example:
- The advancement for having obtained copper is gated behind having a blaze burner despite most pipe technology not relying on anything that would require a blaze burner
- The advancement for obtaining brass is gated behind copper-based diving tech. This is what really should be a child of the blaze burner advancement
In fact, I'd argue that with the change in how you make casing blocks, a player's first objective should be obtaining a deployer to replace the way too tedious manual process for making such an essential resource before bothering with anything else. Having the player first go through the copper stuff before even presenting that huge quality-of-life improvement in the advancement tree (which is supposed to guide the player through progression) feels almost actively hostile towards anyone who doesn't love grinding. Time is the most precious resource in the game, after all. - "Strong Breeze" is not a successor of "Mild Breeze", and the same is true for a number of other "max this out"-style advancements, like extending a rope pulley or having a mechanical arm with at least 10 output locations
- Mechanical crafting and setting up crushing wheels is gated behind a whole lot of precision mechanism stuff that is really not required to set up mechanical crafting, unless you want to automate it with a mechanical arm. However, the only things actually requiring to be crafted with mechanical crafters are items that you won't need in any quantity that would mandate setting up auto-crafting yet.
- The entire sequence from "Shadow Sense" to "Combust-O-Tron", rooted at the brass advancement, seem basically unrelated to each other
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