The very first production “stations” have a conveyorbelt income arrow chassis(assemble, fit axles, fit front axle).
When I first played the game I found it hard to understand where to start because every station had the same design and it was hard to understand which station needs to be the first.
Maybee you can highlight / change the ui that its easy to spot what step comes first and which is the next.
In the description you only name the current task “fit lights, Paint undercoat …”. It would be great if it is easier to it figure out.
the building menu is (in case of manufacturing slots) sorted by the sequence of the production line.
But I agree, at the very first beginning and without having this fact on hand it can be a riddle how to design a production line.
But it’s an alpha - not beta testing. So maybe there will be a short tutorial (even if it is a splash screen after starting a new game) that will give some major advice about the building menu and sequence of a basic production line. Would this meet your needs?
I am aware of the alpha status. It is a suggestion. This is what I expierenced.
Of course there are many ways to help new players learn the game basics. I think a tutorial/mission will be the best way to bring new players into the fascinating world of production line
For now watching Youtube videos is a good idea to learn the basics a bit too.
That is actually how I learned about this game…
Was looking up some videos for Factorio and came across Katherine of Sky and saw she also had videos of Production Line, wondered what it was and watched a few and I liked it and learned the basics before I started playing.
Sorry, maybe I did not hit the correct meaning. I just wanted to point at that fact, that something that may lead the player through the first steps (like little challenges, a splash screen or tutorial) may be added to the game later. Any suggestion related this should be welcome.
At all there are a lot of people who are a bit confused about the previews while placing conveyors or slot - me included.
That caused me to think about what would make it easier to recognize the importants aspects of a conveyor (movement direction) or slot (stock receiving/pick up or place and direction of processing) for everybody. My result at the end was this:
While having such a clear speach about tiles and it’s function or movement direction I’ld like to expend the suggestion. Especially on bigger and highly clustered production lines I would prefer to switch from the game animations to organization chart. So the player can choose if he wants to see all that nice slots, cars etc. as rendered like now or hunt some misdesigns etc. at the organization chart without all the rendering. Just like map services provide a satelite view and a roadmap to switch.
So what do you think about such a simplified preview?