#I need a bit of playtesting a demo mod I

1 messages ยท Page 1 of 1 (latest)

patent flint
patent flint
#

Also, a bit more about the demo. It is currently mostly vanilla, and outside of the obvious changes, accumulators are buffed to hold more energy, and solar panels are completely disabled
Additionally, most of the processing buildings have been changed to work with the main mechanic, but steam engines, turbines, and accumulators are exempt

hollow mesa
#

this looks really cool

patent flint
#

you can try out the technology now if you'd like

#

trying it out myself, and the earlygame is weird compared to vanilla.

#

that said, I might want to reduce some of the earlygame research cost because the earlygame tends to feel a bit of a drag, and this makes it worse

#

as well as give tanks from the start

umbral solstice
#

If you quick-replace the spatial cells in the projector, the area won't change.

#

You need to have no items in the projector for a bit of time.

patent flint
#

odd, give it at least 1 tick

#

but I'll have to look into that

umbral solstice
#

Also, I softlocked myself by removing a spatial cell while standing on the platform.

patent flint
#

yeah... I should also address that. I wanted to sort of simulate the AE2 behavior of trapping yourself inside of a drive, but I realize now that it would be too easy to trap yourself, so I should also change that

patent flint
#

something funny that I found in my playtest is that, despite it being available from the start, I found that Automation 1 is not the first thing I wanted researched

patent flint
#

-Reduced the research costs of Coal Spatial Cell (20->10), Automation (10->5), Logistics (20->5), and Electric Mining Drill (25->10)
-You no longer get trapped in Spatial Cells
-Fixed a bug where swapping items in the Spatial Projector did not cause the Spatial Area to update

#

The research changes and removing the ability to get trapped in spatial cells should help make the earlygame interesting without skipping it

#

as for future demo versions, I'm thinking of A. allowing cells to communicate with the whole factory without radars, B. allow you to color your cells
Afterwards, I will overhaul progression. Blue science is probably where Spatial Samba and Vanilla is going to deviate, where I'll implement ideas that more intensly play into the spatial-cell logistics

#

Maybe intermediates that are destroyed if they appear on nauvis, maybe you need to give your cells atmospheric conditions before you can craft certain recipes, what about having to deal with byproducts

#

any other ideas?

little matrix
#

whats the idea here? tryna wrap my head around this

patent flint
#

basically, you have these spatial cells, and you can only place processing lines in spatial cells

#

you need to use the spatial areas to move items between spatial cells by first moving the items outside of the spatial cell, changing the spatial cell, then moving them into the newly loaded spatial cell

#

give it a try

patent flint
#

Quite the novel furnace stack

patent flint
#

Spatial Communicator. Connects the circuit network between the loaded cell and the spatial projectors

patent flint
#

ooh, new idea: external conditions affecting internal space

patent flint
patent flint
patent flint
#

Alright, this might be the only overhaul made with Quality in mind

#

I do plan on adding extra progression that makes use of expansion features when I work on the full overhaul

#

actually, if you have quality enabled, the mod will switch to "Space Age Enhanced" mode and add more progression, but if it's not installed, then it will have reduced progression. I could check if you have the expansion directly, but I don't think there's an easy way to turn it off then.

#

man, I can't wait to release 0.1.5. I do have a few more feature ideas and fixes, but I might not implement them.

patent flint
#

It's almost ready