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

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

Post Reply
Artman40
Fast Inserter
Fast Inserter
Posts: 169
Joined: Sun May 25, 2014 4:44 am
Contact:

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

Post 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?

Koub
Global Moderator
Global Moderator
Posts: 7199
Joined: Fri May 30, 2014 8:54 am
Contact:

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

Post by Koub »

Koub - Please consider English is not my native language.

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2633
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

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

Post by steinio »

Don't forget "Easy".
Image

Transport Belt Repair Man

View unread Posts

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2124
Joined: Thu Jun 12, 2014 3:05 am
Contact:

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

Post 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 Outdated though.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

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

Post by BlueTemplar »

And for randomized ingredients :
https://mods.factorio.com/mod/zAlsScienceShuffle
Image
BobDiggity (mod-scenario-pack)

Artman40
Fast Inserter
Fast Inserter
Posts: 169
Joined: Sun May 25, 2014 4:44 am
Contact:

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

Post by Artman40 »

Easy mode might also work in addition to complex ones.

User avatar
SuperSandro2000
Filter Inserter
Filter Inserter
Posts: 741
Joined: Sun Jan 12, 2014 3:54 am
Contact:

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

Post by SuperSandro2000 »

Easy mode aka we look down on you mode.

ikarikeiji
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Sun Jul 12, 2015 6:28 pm
Contact:

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

Post 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!

Artman40
Fast Inserter
Fast Inserter
Posts: 169
Joined: Sun May 25, 2014 4:44 am
Contact:

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

Post by Artman40 »

I can only imagine how people would start adapting to different recipes per game.

Artman40
Fast Inserter
Fast Inserter
Posts: 169
Joined: Sun May 25, 2014 4:44 am
Contact:

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

Post by Artman40 »

Speaking of products not seen in default recipes, what about also some lower-level intermediate products such as bolts as well?

User avatar
leadraven
Filter Inserter
Filter Inserter
Posts: 354
Joined: Fri Jan 18, 2019 7:23 pm
Contact:

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

Post 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.

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

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

Post 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...)
BobDiggity (mod-scenario-pack)

Post Reply

Return to “Ideas and Suggestions”