Let’s face it: lights are a minor annoyance that are juuuust inconvenient enough that we want lights, but not inconvenient enough that we actually bother placing them.

So, now lack of lights reduce total average production by ~40% (or however long night is).

As a bonus, it now makes it far easier to selectively ease off on battery/coal plants - if you want to run daytime-only assemblers and just buffer the output for night-time, you don’t have to run an entirely separate grid or futz around with circuits, you just neglect to place the light on that assembly line!

And before you research optics, you can only operate your assemblers during the day! Better hurry!

  • SavvyWolf@pawb.social
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    12 days ago

    Requiring lights near all buildings is the same gameplay problem as fitting power poles in your designs. Why not kill two birds with one stone by having medium and up power poles have integrated “streetlights” that light up an area.

    • PuddleOfKittens@sh.itjust.worksOP
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      8 days ago

      The main problem would be the power draw dilemma and it unfortunately buffing small poles (which suck because they need wood and thus can’t be automated gracefully).

      It could be solved by just removing the power draw of lights, of course. Handwave it by saying it’s powered by whatever powers belts.

  • Bloodyhog@lemmy.world
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    10 days ago

    Would that not be illogical? These are all machines that do not care about “seeing”, and do not even need a human to be around on the same planet to operate. We do need lights to navigate around the place, that is what the torchlight on your helmet is for.

    • PuddleOfKittens@sh.itjust.worksOP
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      8 days ago

      It absolutely would be illogical. So is the ability to carry 50 nuclear reactors in your backpack, each of which was crafted faster than a car engine. Green chips are made out of exclusively copper and iron (both conductors).

      Fuck logic. Tell me if you think it’s a good gameplay idea.