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[0.17X]More recipe options aside from "normal" and "expensive"

Posted: Mon Mar 04, 2019 3:36 pm
by Artman40
Currently, "expensive" recipe option is just normal recipes that require more of the same resource. Don't get me wrong: it still can result in different bases. However, the difference is a bit too small. So let me try:

Proposed additional modes:

"Complex": Recipes require more different types of ingredients to be made. Science packs, rockets and satellites would be most affected. For an example, basic science packs would require stone or iron sticks in addition to normal stuff, production science packs would also require miners etc.

"Very complex": In addition to ingredients some of the items require in complex, there's often something extra to be required to make a science pack and often what you wouldn't normally mass produce. Examples would include nuclear fuel being a rocket ingredient, heavy armor being a military science pack ingredient etc.

"Random": The game picks amount of material required and the ingredients required randomly from the options above for items required (per different type of item). That ensures that you have to adapt in every playthrough.

Any additional recipe mode ideas?

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Mon Mar 04, 2019 9:25 pm
by Koub

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Mon Mar 04, 2019 9:28 pm
by steinio
Don't forget "Easy".

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Mon Mar 04, 2019 9:53 pm
by Ranakastrasz
steinio wrote:
Mon Mar 04, 2019 9:28 pm
Don't forget "Easy".
https://mods.factorio.com/mod/easymode

Like this one? Looks like it adjusts ratios, cuts costs, and so on to make things a lot more straightforward. Outdated though.

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Mon Mar 04, 2019 10:41 pm
by BlueTemplar
And for randomized ingredients :
https://mods.factorio.com/mod/zAlsScienceShuffle
Image

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Tue Mar 05, 2019 9:22 am
by Artman40
Easy mode might also work in addition to complex ones.

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Tue Mar 05, 2019 10:26 am
by SuperSandro2000
Easy mode aka we look down on you mode.

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Tue Mar 05, 2019 12:59 pm
by ikarikeiji
+1, and arguably "very complex" should introduce additional intermediate recipes and items that would not be seen elsewhere.

Not holding my breath though and happy to stick with mods for this one!

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Wed Mar 06, 2019 2:20 pm
by Artman40
I can only imagine how people would start adapting to different recipes per game.

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Wed Mar 13, 2019 8:01 am
by Artman40
Speaking of products not seen in default recipes, what about also some lower-level intermediate products such as bolts as well?

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Wed Mar 13, 2019 8:29 am
by leadraven
Artman40 wrote:
Wed Mar 13, 2019 8:01 am
Speaking of products not seen in default recipes, what about also some lower-level intermediate products such as bolts as well?
I'd prefer magnets from iron ore. No new basic resources, wide application.

For bigger changes : flourine, aluminum, ceramic... But such things require new ores, and that's bad.

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Posted: Fri Mar 15, 2019 2:41 pm
by BlueTemplar
This conversation makes me wonder whether it wouldn't be better for devs to drop this feature altogether, and leave it to mods...
(Especially since AFAIK there's no achievement associated with it...)