Trebor wrote: ↑
Mon Jul 29, 2019 1:15 am
Add ‘Complex’ difficulty to recipe and technology difficulty dropdown.
Add one or two new items to the recipe and technology difficulty dropdowns on the advanced tab of the map generator window. Add a selection "Complex" for complex recipes/technologies and optionally "Expensive Complex" for expensive complex recipes/technologies.
The "Complex" difficulty is different than the "Expensive" difficulty because "Complex" recipes can have different inputs and outputs and "Complex" technologies may be structured differently.
An example of a complex recipe would be the basic oil recipe used in 0.17.59 where the normal recipe for basic oil would be that proposed by FF305.
An example of a complex technology tree would be the technology tree in 0.17.59 where the normal technology would be that proposed by FF305.
I apologize because I am not sure if it is suitable to post a mod idea here but I created a mod to make similar things in "expensive" mode. instead of inventing a new "complex" difficulty, expensive mode can be enriched. currently expensive mode affects a handful of recipes by increasing ingredient amounts, not types. it is meaningless just by increasing amount. I also want something complex and fully support your idea.
another idea is to create worlds and assign recipes to worlds. all recipes ingredients/outputs might work on worlds like "Normal", "Expensive", "Complex" or "Angel", "Bob" and so on. it will be easier to switch from one mode to another like "Angel/Bob" world to "Vanilla" recipe world or "Expensive Vanilla" recipe world and so on. they would not affect game recipes anyway. the current map would stick to a world instead of recipe list.
modders can design these recipe worlds together (like "Angel/Bob" world) so inconsistencies would be solved there as, not on mods.
meanwhile wube thinks over this (or ignores) expensive mode can be enriched, which I did with a mod.
examples from my ideas (mod):
current yellow science : 1 flying robot frame, 3 low density structure, 2 blue circuit => 3 yellow science in 21 seconds (1/7sec)
my mod's yellow science : 1 flying robot frame, 3 low density structure, 2 blue circuit, 1 effectivity module, 1 uranium 235, 30 refined concrete => 2 yellow science in 20 seconds (1/10sec)
current module-3 : 5 module-2, 5 red circuit, 5 blue circuit
my mods module-3 : 5 module-2, 5 red circuit, 5 blue circuit, 15 uranium 238, 5 uranium 235
a few other things
rocket control unit : 1 blue circuit, 1 speed module, 1 electric engine unit, 1 lab
logistic robot : 1 flying robot frame, 1 iron chest, 2 red circuit
construction-robot : 1 flying robot frame, 1 repair pack, 2 green circuit
flying robot frame : 2 battery, 3 green circuit, 1 electric engine unit, 1 steel, 1 inserter
stack inserter : 1 fast inserter, 15 gear, 2 red circuit, 20 lubricant, 7 iron stick
fusion reactor : 50 blue circuit, 50 battery, 10 effectivity module-3, 1 centrifuge, 10 uranium 235
more ideas which I had implemented in my mod and playing:
I use old BOP and also different oil cracking recipes.
all ground entities require brick (chemical plant, assembler, underground belts, underground pipes)
all poles require cable, not copper
all modules are uranium based (uranium is heavily used in recipes)
all fuel using entities are based on stone furnace or steel furnace (tank, train, burner inserter)
production science uses lubricant (or sulfuric acid)
low density structure requires steam, also water is only used by boilers and a few base recipes. steam should be used in general.
rocket fuel requires additional copper, sulfur and plastic (now outdated with 0.17.60 changes)
and other stuff..
military elements that move (rockets) requires solid fuel
edit: when I mentioned above such complex things in elsewhere I got bad reaction. people think it is job of modders, not developers to make game challenging. I got reaction like "play angel/bob if you want complexity". not many people want such a game and 0.17.60 proved that wube is not going toward that direction.