Okay, my suggestion to balance planets (maybe I will make a mod later that does this):
Vulcanus:
- output of lava to iron/copper is reduced in 4 times
- 4x more lava required for iron/copper recipes
- 4x less steam produced by acid neutralization
- solar panels output 2 times less energy than ...
Search found 13 matches
- Sun Dec 22, 2024 12:39 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 8842
- Sun Dec 22, 2024 12:17 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 8842
Re: Gleba early game should be made easier significantly
“Limited by your plants growing”? What does this mean? In fact, Gleba resources are “more infinite” than Vulcanus resources, since the lava stuff requires calcite. Gleba plants grow with no input, you only need planting area (it’s not hard to get and you don’t need much) and defenses from enemies ...
- Thu Dec 12, 2024 8:11 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 8842
Re: Gleba early game should be made easier significantly
Fulgora is the same difficulty as Vulcanus only if you're setting up small bot-based production and rushing the rocket with rocket parts being almost free.
It's significantly harder if you're doing proper multi-island base.
Vulcanus is easier than Nauvis IMO (Nauvis is also easy to setup production ...
It's significantly harder if you're doing proper multi-island base.
Vulcanus is easier than Nauvis IMO (Nauvis is also easy to setup production ...
- Sat Dec 07, 2024 4:54 pm
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 8842
Re: Gleba early game should be made easier significantly
Maybe for me enemies was hard because I played w
"Make the game easier because I can't handle hardmode which I've selected".
mmmkay...
The point is not gleba being hard. The point is gleba being harder than other 2 planets.
If you're not using bots on fulgora then logistics on fulgora is harder ...
- Sat Dec 07, 2024 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Shattered planet
- Replies: 0
- Views: 600
Shattered planet
Currently it looks like placeholder. I want to share ideas on actual shattered planet gameplay.
1) It should be much closer and feasible to travel to
2) You can actually land on it. There will be small shattered planet core with few buildable tiles and empty space around it. You can extend ...
1) It should be much closer and feasible to travel to
2) You can actually land on it. There will be small shattered planet core with few buildable tiles and empty space around it. You can extend ...
- Thu Nov 14, 2024 5:13 pm
- Forum: Balancing
- Topic: Balance the quality among the items
- Replies: 1
- Views: 963
Balance the quality among the items
Quality balance is really weird, ngl.
When Speed Module can almost double the speed for the same energy cost on Epic, and quality inserters can can provide very useful bottleneck fixes - we have some things like belts increasing their HP with quality.
Of course, you can't balance everything ...
When Speed Module can almost double the speed for the same energy cost on Epic, and quality inserters can can provide very useful bottleneck fixes - we have some things like belts increasing their HP with quality.
Of course, you can't balance everything ...
- Wed Nov 13, 2024 1:35 pm
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 8842
Re: Gleba early game should be made easier significantly
Maybe for me enemies was hard because I played with deathworld setting.
But about spoiling:
Whatever it's main point or not - early game on Gleba is frustratingly hard compared to Vulcanus and Fulgora.
If you don't want this to be the case (and I don't) - you HAVE to make it easier.
On other ...
But about spoiling:
Whatever it's main point or not - early game on Gleba is frustratingly hard compared to Vulcanus and Fulgora.
If you don't want this to be the case (and I don't) - you HAVE to make it easier.
On other ...
- Wed Nov 13, 2024 1:20 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 8842
Gleba early game should be made easier significantly
I think early game on gleba should be made significantly easier, because it's very hard and frustrating to start without having good supply from other planets
Unlike other two where you get access to big amount of resources pretty quickly
There are 3 reasons for this:
- enemies
- difficult to get ...
Unlike other two where you get access to big amount of resources pretty quickly
There are 3 reasons for this:
- enemies
- difficult to get ...
- Wed Nov 13, 2024 1:08 am
- Forum: Balancing
- Topic: [DLC] Mining productivity cost its too low
- Replies: 2
- Views: 955
Re: [DLC] Mining productivity cost its too low
Considering all the new expansion features - I think mining productivity isn't that useful
You have already near-infinite basic resources on Vulcanus, so all the expensive things can be made there
And on Nauvis I never ran out of ore since I got the Foundries filled with productivity modules ...
You have already near-infinite basic resources on Vulcanus, so all the expensive things can be made there
And on Nauvis I never ran out of ore since I got the Foundries filled with productivity modules ...
- Mon Oct 21, 2024 9:11 pm
- Forum: Not a bug
- Topic: [2.0.7] Map generator presets affect only Nauvis
- Replies: 4
- Views: 689
[2.0.7] Map generator presets affect only Nauvis
There's are different map generator presets. But the:
- "Rich resources", "Rail world", "Ribbon world" affect only resources on Nauvis
- "Death world" affect only biters on Nauvis but not Gleba enemies
This may be intended, but I would like to hear a confirmation for this, because looks like a bug ...
- "Rich resources", "Rail world", "Ribbon world" affect only resources on Nauvis
- "Death world" affect only biters on Nauvis but not Gleba enemies
This may be intended, but I would like to hear a confirmation for this, because looks like a bug ...
- Tue Jun 21, 2022 8:24 pm
- Forum: Outdated/Not implemented
- Topic: Lategame reseachs for UPS optimisation
- Replies: 5
- Views: 3209
Re: Lategame reseachs for UPS optimisation
If you trying to access "the best ups" you are right, but if you are trying to get just high ups - no.
For example, we have only base 2 things that lower the UPS - electricity and production.
Let minimum production ups impact equals 1x.
And let now we have 2 choices for electricity: solar panels ...
For example, we have only base 2 things that lower the UPS - electricity and production.
Let minimum production ups impact equals 1x.
And let now we have 2 choices for electricity: solar panels ...
- Tue Jun 21, 2022 8:33 am
- Forum: Outdated/Not implemented
- Topic: Lategame reseachs for UPS optimisation
- Replies: 5
- Views: 3209
Re: Lategame reseachs for UPS optimisation
I said what it will be post-rocket researches, so gameplay before the rocket won't change.
UPS issue in late-game forcing you to use only one type of solution: only solar energy can be used, only trains can be used to transport basic materials, etc...
Adding new UPS-friendly ways to do things can ...
UPS issue in late-game forcing you to use only one type of solution: only solar energy can be used, only trains can be used to transport basic materials, etc...
Adding new UPS-friendly ways to do things can ...
- Sun Jun 19, 2022 10:19 am
- Forum: Outdated/Not implemented
- Topic: Lategame reseachs for UPS optimisation
- Replies: 5
- Views: 3209
Lategame reseachs for UPS optimisation
UPS is a bottleneck for creating huge bases and adding tools to increase UPS may cause balance problems, so I think adding new researchers after launching a rocket (using white science) is a good idea.
UPS killers:
- balancers
Possible solution: adding 4 and 8 input splitters
- manipulators
Possible ...
UPS killers:
- balancers
Possible solution: adding 4 and 8 input splitters
- manipulators
Possible ...