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[0.13.x] Eternal Blueprints 0.2
Posted: Sat Apr 02, 2016 2:01 pm
by gmyx
Eternal Blueprints
Info:
- Allows to extend the life of in-game blueprints up 1 month long. Blueprint life is retro-active to already placed blueprints.
- Name: EternalBlueprints
- Latest Release: v0.0.2, Sept 9th, 2016
- Factorio Version: 0.13.x
- Download: Download from Github
- License: GPL3
- Dependencies: None!
- Tags: blueprint
- Author: gmyx
Simply Put, this mod allow to extend the life of blueprints. There are currently 9 levels.
Any blueprint already in place will be updated when you research the next level based on the current timer. There is a visual glitch when this happens but the results work. All existing blue print will have only one dot when updating, but the timmer has actually updated.
- eb.png (562.37 KiB) Viewed 6441 times
Version history:
- Version 0.2: Factorio .13+, Rebalance of levels
- Version 0.1: Initial Release
Re: [0.12.x] Eternal Blueprints 0.1
Posted: Sat Apr 02, 2016 6:10 pm
by MiniMe943
This seems like a useful mod. I'm surprised no one's done it yet. I can't think of a situation where you'd need a blueprint to stick around weeks and weeks, but 10 minutes to a couple hours, sure. Great work on adding research to it too, I'll be sure to check this mod out more when I get the chance.
Re: [0.12.x] Eternal Blueprints 0.1
Posted: Fri Apr 15, 2016 11:46 pm
by Vas
I would like to offer a suggestion on balance. I think that it would be much better if the blueprint upgrades would be as follows;
Lv1: Default (10 minutes?)
Lv2: 2x (20 minutes?)
Lv3: 3x (60 minutes?)
Lv4: 4x (4 hours?)
Lv5: 6x (24 hours?)
With this, you get a full 24 hours at level 5, which is "eternal enough" and gives a better feeling of balance. With your current, I see no reason of going beyond level 3. This gives us the want to hit level 5. And you can always add 5 new levels after.
Lv6: 2x (2 days?)
Lv7: 2x (4 days?)
Lv8: 2x (8 days?)
Lv9: 2x (16 days?)
Lv10: 2x (32 days?)
You can see that levels 6-10 have weak multipliers, while they should also cost a lot more each time and take more time to research to give you the maximum of 1 month 1 day of blueprint time. Which will basically be close to the same yours currently is.
I'd also suggest that your research costs scale with the same multiplier too.
Re: [0.12.x] Eternal Blueprints 0.1
Posted: Fri Sep 09, 2016 6:57 pm
by gmyx
Vas wrote:I would like to offer a suggestion on balance. I think that it would be much better if the blueprint upgrades would be as follows;
Lv1: Default (10 minutes?)
Lv2: 2x (20 minutes?)
Lv3: 3x (60 minutes?)
Lv4: 4x (4 hours?)
Lv5: 6x (24 hours?)
With this, you get a full 24 hours at level 5, which is "eternal enough" and gives a better feeling of balance. With your current, I see no reason of going beyond level 3. This gives us the want to hit level 5. And you can always add 5 new levels after.
Lv6: 2x (2 days?)
Lv7: 2x (4 days?)
Lv8: 2x (8 days?)
Lv9: 2x (16 days?)
Lv10: 2x (32 days?)
You can see that levels 6-10 have weak multipliers, while they should also cost a lot more each time and take more time to research to give you the maximum of 1 month 1 day of blueprint time. Which will basically be close to the same yours currently is.
I'd also suggest that your research costs scale with the same multiplier too.
Version 0.2 does mostly what you suggested:
Lv2: 2x (20 minutes)
Lv3: 3x (60 minutes)
Lv4: 6x (6 hours)
Lv5: 4x (24 hours)
Lv6: 2x (2 days)
Lv7: 1.5x (3 days)
Lv8: 2x (6 days)
Lv9: 1.5x (9 days)
As well, each level requires ~50% more resources+time than the last.
Finaly, I uploaded it to the mod portal:
https://mods.factorio.com/mods/gmyx/EternalBlueprints.
Re: [0.13.x] Eternal Blueprints 0.2
Posted: Fri Sep 09, 2016 7:25 pm
by steinio
If i remember right the blueprints are eternal in 0.13 vanilla.
Re: [0.13.x] Eternal Blueprints 0.2
Posted: Fri Sep 09, 2016 7:43 pm
by gmyx
steinio wrote:If i remember right the blueprints are eternal in 0.13 vanilla.
I don't know. I just restarted playing and updated my mod.
I did check the upload logs for 13.x and found nothing. But I could be wrong.
Re: [0.13.x] Eternal Blueprints 0.2
Posted: Fri Sep 09, 2016 8:32 pm
by steinio
Ghosts created by player no longer expire and can be placed before researching any technologies.
From
viewtopic.php?f=3&t=27101 - Changes.
Thought ghost == blueprint.
Greetings steinio
Re: [0.13.x] Eternal Blueprints 0.2
Posted: Sat Sep 10, 2016 12:54 pm
by gmyx
steinio wrote:Ghosts created by player no longer expire and can be placed before researching any technologies.
From
viewtopic.php?f=3&t=27101 - Changes.
Thought ghost == blueprint.
Greetings steinio
Dang. Ghost are the results of blueprints. That is what my mod modifies.
Re: [0.13.x] Eternal Blueprints 0.2
Posted: Sat Sep 10, 2016 3:11 pm
by steinio
So you can be proud of getting your idea to vanilla
Re: [0.13.x] Eternal Blueprints 0.2
Posted: Sat Sep 10, 2016 3:33 pm
by Ranakastrasz
Level 10 is clearly a waste. 6 days to 24 hours is a bit small.