Review of Bob's Mods with Suggestions
Posted: Wed Apr 27, 2016 1:36 pm
Hi,
I've got plenty of hours now in my Bob's Mods campaign, so wanted to share my experience and give some suggestions for improvement.
Overall I very much appreciate the work that has gone into the mods; it makes the game more interesting for veteran players and is a worthy addition to Factorio.
I've played with all mods enabled, and also RSO and the Expensive Research mod that scales up technology cost and time significantly (similar to the Marathon mod in that regard). I have disabled Biters completely so I won't be talking about warfare and defenses.
Now I will list things that, I think, need to be improved or rebalanced:
1. Default settings in the config
They're mostly fine, but a few need to be adjusted. It's not enough that you can change them; the player should get a balanced experience after installing the full mod suite and leaving the default config in place. If you have no experience playing with Bob's Mod (i.e., your first campaign), it's not possible for you to change the config accordingly unless it's balanced out of the box.
The "gas venting pump" is great, but we don't have that for liquids and solids -- and it's a problem, because there are some outputs that are generated in bulk, but you only need trace amounts of them. The only solution to this is then to store it and try to forget about it, or destroy the storage at some point (related to the "Lead gives Nickel" ratio problem above). The mod must be rebalanced as not to create too many of these waste products, or an item needs to be added that lets us "drain" or "trash" liquids and solids.
It also complicates the game to deal with these waste products, especially before you have robots and Active Provider Chests, but even then it's nasty because it clogs up your storage, and production simply stops if the machine has no free output for the waste product anymore. It's sometimes not even obvious ("why the fuck has production stopped now?") and then you realize it's just that unwanted thing that can't be stored anymore that causes the problem.
Some products I'm thinking of:
I'm not going to use 400,000 Sodium Hydroxide in my campaign, EVER, so don't make me store it.
3. Solid Fuel from Hydrogen
This is just ludicrous. The process that takes water and turns it into solid fuel consumes way less energy than is contained in the fuel (amplified by the fact that the new boilers and steam engines are OP as well). You now have an even better energy source than solar farms (admittedly more interesting to set up, but certainly broken).
I'm aware that you want to require coal for this process which would be a step in the right direction.
As currently implemented, it's just downright broken and defies all common sense and law of physics.
Incidentally it also makes the end game easier, because free solid fuel means free rocket fuel.
4. New steam engines and boilers
I see what you did there: you wanted to increase the amount of power generated per fuel value with increasing tier levels of the boilers and engines.
I don't like the change, because it's impossible for the player to work out the numbers without consulting the forum.
In Factorio, the few things that can be burned for energy (in cars, tanks, trains, furnaces or boilers) do have an advertised "fuel value" in MJ. Boilers also have an advertised efficiency (in Vanilla there's only one with 50% efficiency). This is fine because it allows the player to work out how much fuel is needed per time unit for a given task.
The boilers/engines in Bob's Mods throw all this out of the window due to the impossible efficiency multipliers they add. To make things worse, for steam engines they're not even advertised in the tooltip (the engine appears to generate energy from nothing due to its >100% efficiency).
In my first campaign I assumed that mod was simply broken (bugged) in that area before reading about the efficiency shenanigans that are going on.
Please change it so that an item with a fuel value of "x MJ" can NEVER generate more work than that. If it's 25 MJ, then it's at most 25 MW for a second, and never more.
I think the best way to make steam power late game viable is to add another fuel item that contains a lot of MJ (like liquid fuel canisters), and give us 100% efficiency boilers and steam engines with a high MW throughput. Please don't introduce >100% efficiencies and especially don't hide them under the hood (as in the case of higher tier steam engines).
5. The tech tree is bloated
There are too many tier upgrades in the mod, that add nothing new and only increase speed and energy consumption. A new item tier ("Mk 2") should add new functionality or not be in the game. To increase machine power we already have plenty of modules to choose from.
Sure, it's nice to see a fast factory module run at full steam, with all high tier assemblers and express inserters, but then you realize how pointless it is. You still have the same factory layout, but now it looks like the game runs at 2x speed, except it doesn't, it's just the OP machine upgrades from the mod.
Assemblers in the vanilla game have a tier progression that makes sense to me: they run faster and require more energy, but they also become more powerful at each tier (can craft more items, take liquid inputs, get module slots).
Having said that, there are also too many upgrade levels in the mod (even the vanilla game has too many in some places). Some things in the game are too OP when fully researched. Mk4 robots with full upgrades and fully upgraded infrastructure: why not add matter teleporters instead?
End game should feel powerful, but it should not feel like you've enabled god mode or like the game runs at 8x speed. In Bob's Mods it sometimes does and it gives you the feeling of being cheated out of some personal achievement. E.g. why make a complicated train network that allows for concurrent train, when you can have super fast trains with huge cargo wagons instead? It's not a lot of fun to get spoon fed solutions to real problems by way of technology upgrades.
OK, I'm going to stop here, more could be written but that post is long enough already.
Anyways, thanks for the mod, I've enjoyed it a lot so far and I hope more work will go into it so it remains a staple for Factorio addicts.
I've got plenty of hours now in my Bob's Mods campaign, so wanted to share my experience and give some suggestions for improvement.
Overall I very much appreciate the work that has gone into the mods; it makes the game more interesting for veteran players and is a worthy addition to Factorio.
I've played with all mods enabled, and also RSO and the Expensive Research mod that scales up technology cost and time significantly (similar to the Marathon mod in that regard). I have disabled Biters completely so I won't be talking about warfare and defenses.
Now I will list things that, I think, need to be improved or rebalanced:
1. Default settings in the config
They're mostly fine, but a few need to be adjusted. It's not enough that you can change them; the player should get a balanced experience after installing the full mod suite and leaving the default config in place. If you have no experience playing with Bob's Mod (i.e., your first campaign), it's not possible for you to change the config accordingly unless it's balanced out of the box.
- "Galena gives Nickel", "Nickel gives Cobalt": Far too much nickel and cobalt is generated per lead. It complicates the early game and leaves the player with huge unused piles of nickel ore and cobaltite in the later game (and no "clean" way to dispose of it).
Maybe it would be better to allow Nickel and Cobalt to be generated through a process instead of being dropped right at the quarry. Maybe add something like the advanced lead processing (that takes nickel and gives silver) for nickel and cobalt.
If you leave it like it is now, those numbers should be lowered significantly in the config file. - God modules: no, just no. Disable them and make the player decide if they want them or not. There's already too much overpowered stuff in Bob's Mods. The God Modules just take it way too far. (I know they're called "god modules" on purpose and apparently you wanted to put in something OP in that area for some reason, but it should definitely NOT be the default option.)
- Exotic inserters ("long in short out" and friends): should probably be disabled by default, they clog the crafting UI, and honestly I don't think they're that useful in most cases, especially not after you get robots and convoluted belt magic becomes unnecessary.
The "gas venting pump" is great, but we don't have that for liquids and solids -- and it's a problem, because there are some outputs that are generated in bulk, but you only need trace amounts of them. The only solution to this is then to store it and try to forget about it, or destroy the storage at some point (related to the "Lead gives Nickel" ratio problem above). The mod must be rebalanced as not to create too many of these waste products, or an item needs to be added that lets us "drain" or "trash" liquids and solids.
It also complicates the game to deal with these waste products, especially before you have robots and Active Provider Chests, but even then it's nasty because it clogs up your storage, and production simply stops if the machine has no free output for the waste product anymore. It's sometimes not even obvious ("why the fuck has production stopped now?") and then you realize it's just that unwanted thing that can't be stored anymore that causes the problem.
Some products I'm thinking of:
- Sodium hydroxide
- Sulfur dioxide
- Sulfuric acid (even with the changed battery recipe you end up with too much of it usually).
I'm not going to use 400,000 Sodium Hydroxide in my campaign, EVER, so don't make me store it.
3. Solid Fuel from Hydrogen
This is just ludicrous. The process that takes water and turns it into solid fuel consumes way less energy than is contained in the fuel (amplified by the fact that the new boilers and steam engines are OP as well). You now have an even better energy source than solar farms (admittedly more interesting to set up, but certainly broken).
I'm aware that you want to require coal for this process which would be a step in the right direction.
As currently implemented, it's just downright broken and defies all common sense and law of physics.
Incidentally it also makes the end game easier, because free solid fuel means free rocket fuel.
4. New steam engines and boilers
I see what you did there: you wanted to increase the amount of power generated per fuel value with increasing tier levels of the boilers and engines.
I don't like the change, because it's impossible for the player to work out the numbers without consulting the forum.
In Factorio, the few things that can be burned for energy (in cars, tanks, trains, furnaces or boilers) do have an advertised "fuel value" in MJ. Boilers also have an advertised efficiency (in Vanilla there's only one with 50% efficiency). This is fine because it allows the player to work out how much fuel is needed per time unit for a given task.
The boilers/engines in Bob's Mods throw all this out of the window due to the impossible efficiency multipliers they add. To make things worse, for steam engines they're not even advertised in the tooltip (the engine appears to generate energy from nothing due to its >100% efficiency).
In my first campaign I assumed that mod was simply broken (bugged) in that area before reading about the efficiency shenanigans that are going on.
Please change it so that an item with a fuel value of "x MJ" can NEVER generate more work than that. If it's 25 MJ, then it's at most 25 MW for a second, and never more.
I think the best way to make steam power late game viable is to add another fuel item that contains a lot of MJ (like liquid fuel canisters), and give us 100% efficiency boilers and steam engines with a high MW throughput. Please don't introduce >100% efficiencies and especially don't hide them under the hood (as in the case of higher tier steam engines).
5. The tech tree is bloated
There are too many tier upgrades in the mod, that add nothing new and only increase speed and energy consumption. A new item tier ("Mk 2") should add new functionality or not be in the game. To increase machine power we already have plenty of modules to choose from.
Sure, it's nice to see a fast factory module run at full steam, with all high tier assemblers and express inserters, but then you realize how pointless it is. You still have the same factory layout, but now it looks like the game runs at 2x speed, except it doesn't, it's just the OP machine upgrades from the mod.
Assemblers in the vanilla game have a tier progression that makes sense to me: they run faster and require more energy, but they also become more powerful at each tier (can craft more items, take liquid inputs, get module slots).
Having said that, there are also too many upgrade levels in the mod (even the vanilla game has too many in some places). Some things in the game are too OP when fully researched. Mk4 robots with full upgrades and fully upgraded infrastructure: why not add matter teleporters instead?
End game should feel powerful, but it should not feel like you've enabled god mode or like the game runs at 8x speed. In Bob's Mods it sometimes does and it gives you the feeling of being cheated out of some personal achievement. E.g. why make a complicated train network that allows for concurrent train, when you can have super fast trains with huge cargo wagons instead? It's not a lot of fun to get spoon fed solutions to real problems by way of technology upgrades.
OK, I'm going to stop here, more could be written but that post is long enough already.
Anyways, thanks for the mod, I've enjoyed it a lot so far and I hope more work will go into it so it remains a staple for Factorio addicts.