#Did you ever think Factorio is too

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astral badger
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@mystic flare Hello ๐Ÿ˜„

I'm running Factorio 2.0.73 and only enabled mods are Factorio Light and your library mod. Am I doing anything wrong?

mystic flare
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Sorry, there were some typos. I fixed them.

astral badger
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Can confirm it works now, cheers and thanks for the mod cheers ๐Ÿ™

I really wanted something simple to rest a bit from Nullius but still feeling like like playing Factorio and it seems perfect for this afternoon, thanks again ๐Ÿ™

astral badger
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So, my experience if you are interested. I enjoyed the mod, the pacing is neat. It really is this beer-like tasting lemonade for kids. Bravo.

Two things however. it's my opinion and feel free to completely disregard it.

  • Rocket silo research doesn't need electric engine and LDS research although motors are required for crafting the silo item and LDS for rocket parts. Would be neat if it did and stayed consistent with rest of research where you always have what you need unlocked beforehand

  • While I understand the idea behind removing all the shortcut buttons, I'm not a fan of it. I really think at least circuit wires should stay as oil cracking is needed for win and circuits are by far the best solution for it. Glad I found few workarounds. What about not completely disabling them, but instead setting them all inactive at start of game? It won't confuse new/younger players when they start their journey and they'll have opportunity to opt into blueprints/circuits/etc. later when they are ready.

That's it. Again, thanks for the mod, it's neat ๐Ÿ™

mystic flare
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Thanks for the feedback. I assumed that basic circuits conditions are still possible. I'll check that again.
I didn't really playtest the mod myself so your feedback is very valuable.

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And of course I'll check your first point as well.

astral badger
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@mystic flare

So if playtesting info has value,

Setup: Played with small setup of vanilla-esque QoL

In terms of biters, it was small biters 85% of the way until the very end when small spitters showed up. I had desert-as-far-I-explored-in-every-direction start so they were annoyance when they attacked from new direction from god knows where, but still I don't see possibility recoverable losses. Red ammo 4 gun turrets in wall pods solved issue unless they expanded really close and were breathing it all in.

The full playthru took me ~5 and half hours.

I did not research bots as instead of setting them up, I rather build manufacture of rocket components. They would next in line after right rocket however.

The rocket building felt on pace with rest, but satellite felt crazy expensive compared to what rocket needed. I build the satellite to feel complete, but still did
thefish
rocket_bottom

I really like the tier3 modules post rocket decision.

It's mostly me not being used to it, but rocket silo without beacons felt weird and was quite surprised beacons were completely removed when I checked tech tree. Then I remembered 2.0 changes and it clicked. Less complexity, makes sense, no objections. They would so fine for Space sci unlock in 1.0, but now, hard to articulate. Maybe if they had diminishing returns removed. Don't know how much work it actually is, but Nullius does it and I think I read in some pre 2.0 FFF it would easy toggle.

Also please give spidertron as final research, I want reason to go back next Sunday ๐Ÿ˜†

Hope this helps, thanks again โค๏ธโ€๐Ÿ”ฅ

mystic flare
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  • Fixed: "Rocket silo research doesn't need electric engine and LDS research"
  • Fixed: "I really think at least circuit wires should stay" (moved to automation 2)
  • Fixed: "satellite felt crazy expensive" (divided by 4-5)
  • "please give spidertron as final research" ok ๐Ÿ™‚ (but it's more expensive!)
    I'll keep the enemies as they are and wait for more feedback on that. I wanted to reduce the pressure of medium biters requiring red ammo at 20% evolution since it's something beginners tend to struggle with. Also behemoth are removed so the distribution needs to be different.