[0.17X]More recipe options aside from "normal" and "expensive"
Moderator: ickputzdirwech
[0.17X]More recipe options aside from "normal" and "expensive"
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?
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"
Somehow related discussions :
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viewtopic.php?f=6&t=46032
viewtopic.php?f=6&t=56633
viewtopic.php?f=16&t=47043
viewtopic.php?f=6&t=46032
Koub - Please consider English is not my native language.
Re: [0.17X]More recipe options aside from "normal" and "expensive"
Don't forget "Easy".
- Ranakastrasz
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Re: [0.17X]More recipe options aside from "normal" and "expensive"
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.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
- BlueTemplar
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Re: [0.17X]More recipe options aside from "normal" and "expensive"
BobDiggity (mod-scenario-pack)
Re: [0.17X]More recipe options aside from "normal" and "expensive"
Easy mode might also work in addition to complex ones.
- SuperSandro2000
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Re: [0.17X]More recipe options aside from "normal" and "expensive"
Easy mode aka we look down on you mode.
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
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Re: [0.17X]More recipe options aside from "normal" and "expensive"
+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!
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"
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"
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"
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.
- BlueTemplar
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Re: [0.17X]More recipe options aside from "normal" and "expensive"
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...)
(Especially since AFAIK there's no achievement associated with it...)
BobDiggity (mod-scenario-pack)