I like most of the Quality system as is and appreciate its challenges
Maybe the issue that causes people to complain is more valid than I thought it my previous comment.
The problem is that if you don't already know how to handle quality, it clogs-up your factory, and the ways to prevent that are ...
Search found 3 matches
- Wed Jan 07, 2026 8:55 am
- Forum: Ideas and Suggestions
- Topic: (Long post warning) Rethinking quality β modular, configurable, no random chances
- Replies: 18
- Views: 2127
- Fri Jan 02, 2026 8:35 am
- Forum: Ideas and Suggestions
- Topic: (Long post warning) Rethinking quality β modular, configurable, no random chances
- Replies: 18
- Views: 2127
Re: (Long post warning) Rethinking quality β modular, configurable, no random chances
I like most of the Quality system as is and appreciate its challenges, but I support the idea of changing it from a random chance to a productivity-like bar.
Actually, I do see one problem: since you can't upcycle items until you visit Fulgora, a large chunk of your playthrough has either no ...
Actually, I do see one problem: since you can't upcycle items until you visit Fulgora, a large chunk of your playthrough has either no ...
- Fri Jan 02, 2026 8:08 am
- Forum: Ideas and Suggestions
- Topic: New Surface: Shattered Planet (Long post)
- Replies: 0
- Views: 130
New Surface: Shattered Planet (Long post)
Before we explore the premise, let's consider development limitations
As getting to the Shattered Planet is something most players will never achieve (and that's by design), it make sense that the devs in this hypothetical would avoid making engine-changing mechanics just for the Shattered Planet ...
As getting to the Shattered Planet is something most players will never achieve (and that's by design), it make sense that the devs in this hypothetical would avoid making engine-changing mechanics just for the Shattered Planet ...