thanks.QuackerJ4ck wrote:Pro:
+Great early game. I like the dependency on lead, wood and the steap curve in chemical processing
+ore processing and mixing is a cool addition
+gettin electric circits together is more rewarding (infrastructure wise)
This is done basically to follow the style of the basegame. Assembling machine upgrades to Assembling maching mK2 upgrades to assembling machine MK3, and many more examples.QuackerJ4ck wrote:Con:
-i really doesn't like the upgrade recipes. The need of a MK1, Mk2 and so on seems very lazy design wise.
It works for solar panels and personal equipment items bc i can argue that the envolved research saves space, BUT it doesn't work for
machines and poles.
ie MK1 electrial pole need steel and copper wire. but why do i need the exact same pole just to use a higher wire (up to gold wire) AND another frame made by a higher tier metal.
This doesn't make sense to me, bc i end up with a pole that has 3-4 poles in it and should use 2x2 square. Same goes with machines.
I agree, it doesn't make a whole heap of sense in the long run short of keeping the demand for low tier resources high, and allowing you to make use of old equipment, but, those are the only 2 points it really has going for it.
There have been considerations done about possible route for an alternate recipe structure where you have to build a MK2, or even MK6 from the ground up with a much more complex recipe. Keep in mind though that to automate more complex recipes requires a more complex machine, you might notice that the last raw productivity module, and the high end god modules can only be made in assembling machine MK6. (Each MK assembling machine can make things with upto twice it's mk of ingredients, the MK6 upto 12)
You mean the ones with no electronics on them vs the ones that do, for science pack 1? take a look at what it takes to make the ones with electronics on, you need to do a fair bit of science pack 1 research to unlock the abillity to make them. that's why.QuackerJ4ck wrote:-The whole design of the circuit boards for research. They are in a nutshell just a bit cheaper version of the electronic circuit bords. Why not just use them? And let the circuits just upgrade each other.
or did I miss the question?
They are overpowered, that's why they're called God. in the mod for version 0.13 they will be disabled by default. Also the productivity intermediate items filters will be turned on by default too (The filter that means you can't use productivity modules on most things, like the limit in the base game)QuackerJ4ck wrote:-the god module - absolute nonsense in my eyes.
That's mostly because I haven't gotten around to that part yetQuackerJ4ck wrote:-the steep drop down in recipes for high tier metals. They are just used for upgrades to become "betterer" and nothing depend on your ongoing research like lead and tin. Sad.