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Game modes/setup: recipe list multiplier

Posted: Fri Jan 02, 2015 3:01 pm
by turgwath
Hello fellow factorians,

Keeping in mind that some players love huge factories, I would like to propose a new config in setup screen before the game begins: the recipe item list multiplier.

The standard value is obviously 1, but if we set to 2 it would doble the resource ammount for every item, meaning a tier 3 speed module would need an incredibly large ammount of resources (it increases exponentially).

I know we can simply edit the file with notepad to change the recipe, but I think this suggestion is very easy to implement and would create a new style of play, with epic words, lots of trains and thoughts about logistics, huge planning and expansions dedicated to a single production like green circuit, that would need to be handles by trains too.

As this is, as I said, exponential, I suggest the setting to be 1 to 3 or 1 to 5.

Thank you for your time and please comment about this idea!

Re: Game modes/setup: recipe list multiplier

Posted: Fri Jan 02, 2015 4:57 pm
by Nova
Even a value of 2 would cause a huge raise in needed amounts.

For example the speed module 3:
You now need 10 advanced circuits, 10 processing units, 8 speed modules 2 and 2 alien artifacts.

Every speed module 2 needs:
10 advanced circuits, 10 processing units, 8 speed module 1.

Every speed module 1 needs:
10 electronic circuits, 10 advanced circuits.

10 advanced circuits * 8 (module 1 for 2) * 8 (module 2 for 3) + 10 * 8 (module 2 to 3) + 10 (of the module 3) = 730 advanced circuits
10 * 8 * 8 = 640 electronic circuits. (because only the first module tier needs them.)
10*8+10 = 90 processing units. (Only the last two module tiers need them.)

90 processing units = 3600 electronic circuits, 360 advanced circuits. (I ignore the sulfuric acid)

730 + 360 advanced circuits = 4360 electronic circuits, 4360 plastic bars, 8720 copper cables.

4360 + 3600 + 640 electronic circuits = 17200 iron plates + 51600 copper cables.

51600 + 8720 copper cables = 60320 copper plates.

All in all you need (if there's no error) 60320 copper plates, 17200 iron plates and 4360 plastic bars. Oh, and 2 alien artifacts.


If you have 100 electric mining drills, you need 20 minutes just for one speed module 3 - and that with a factor of 2. Now think about a factor of 3 or even more.



I think that could be done, but I would say only some recipes get changed, and especially the amount of science packs should be raised then. Like the game speed setting in the Civilization games.

Re: Game modes/setup: recipe list multiplier

Posted: Fri Jan 02, 2015 5:00 pm
by Garm
Having more options would not be a bad idea:

- time modifiers
- forbid certain items/reseach alltogether.

Re: Game modes/setup: recipe list multiplier

Posted: Fri Jan 02, 2015 8:59 pm
by turgwath
Garm wrote:Having more options would not be a bad idea:

- time modifiers
- forbid certain items/reseach alltogether.
I would like the idea to modify science packs needed for a research. Like increasing ONLY the needed packs with the multiplier too. That would go from 1 to 10, for example.

Re: Game modes/setup: recipe list multiplier

Posted: Sat Jan 03, 2015 8:39 am
by ssilk