End game stuff... unless you add a tick box before the start of the game when to unlock it... like from the start.... Anyways, for the sake of balance for whatever wierd reason, end game materials are needed. This mini batery is extremly expensive. So, why? because it's infinite fuel. Now, the main ideea is for vehicles, aka trains, tanks, cars, all of them will work anytime just like the spiders do, no more need to get fuel = free up space = you never need to worry about running out of fuel = train managment has one less "risk" removed (aka when to fuel the train) = train networks become much better and easier to manage.
Now, regarding the why end game? as i said, infinite fuel. There is no need to charge them, it's not a long lasting but you add it, you never need to worry about it, because it's not like the portable that has output, no, it's essentially disable any need for fuel for whatever you add it to. exactly like how the spiders work.
Optional: Quality -> increase of acceleration, top speed, aka speed is better with quality = meaning tanks will be just as fast and good as spidertrons despite having less exoskeleton and grid space
2 or 3 slots? add even more faster (aka what i wrote at quality but the bost stacks)
Cheat tick box before start of the game: add to anything that needs fuel, as in, really, anything. I have no ideea for the nuclear and plutonium since they are so powerfull that this cheat becomes OP cheat and should have their own separate tick box. And while not neccesary op, the Gleba related stuff might have their own tick box just because it fells something is out of place, plus, who will want to redo their gleba factory after beating the game?
To finish up. While I do wish for a BEFORE start of the game tick box to unlock this sooner (aka change in recepies, extremly cheat cheap), this could be a "do task" research, that is unlocked if we either beat the game, or we actually reach the sattered palned. In either situation, this cheat like fusion reactor won't be a real cheat anymore since, by the time you are end game, you are already having no fuel issues whatsoever, especially since the one for the building is a cheat tickbox, so, without ticking that box, this is really just am infinite fuel for cars, trains and tank. Meaning there is really no "this will make them cheat like OP" as much as "nice, now i don't need to fuel them up anymore and free up space, oh! this speed boost is amazing! I will use them over spidertron since they are much faster and much more fun to go with full speed tank into the bitter nest and devastating them!!!"
And with the "also for building" cheat on. This means you can add them for Aquilo, and you never need to worry about that planet anymore. Heck, you can fianlly expand as much as you want exactly because fuel won't be a limitation anymore <- again, this is why I said, reward for finishing the game, so no, it's not afffecting balance if you get this once you reached the end of the game and there is nothing left except making the factory bigger....
You know what?
The infinite for vechicle = you beat the game.
The infinite for buildings = Reached the very last and most far part of the space.
Both of them won't be cheats by that point but fitting rewards
Mini fusion reactor for Vehicles (warning, contains fun, might be upseting to some "veterans" who are just masochist)
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Re: Mini fusion reactor for Vehicles (warning, contains fun, might be upseting to some "veterans" who are just masochist
Can you explain what exactly you want?
I get the endgame fuel part but I don't see the reasoning. If it is for personal transport, why aren't you using a spidertron? If it is for trains, fuel logistics (especially for nuclear fuel) are important. If it is just wanting to use a tank, lategame (or in space age midgame) fuels last a ridiculously long time (1 nuclear fuel will last half an hour).
The fuel system seems to be quite well balanced as is with higher accelerations and top speeds scaling both with fuel type and quality.
I get the endgame fuel part but I don't see the reasoning. If it is for personal transport, why aren't you using a spidertron? If it is for trains, fuel logistics (especially for nuclear fuel) are important. If it is just wanting to use a tank, lategame (or in space age midgame) fuels last a ridiculously long time (1 nuclear fuel will last half an hour).
The fuel system seems to be quite well balanced as is with higher accelerations and top speeds scaling both with fuel type and quality.
Re: Mini fusion reactor for Vehicles (warning, contains fun, might be upseting to some "veterans" who are just masochist
Why should this proposal be a vanilla option rather than a mod?