"Tips and tricks" should be expanded
Posted: Sat Nov 09, 2024 12:51 pm
TL;DR
Tips and tricks should be expanded with players of all level of experiences in mind.What?
For example, the Quality concept, an addition to 2.0, recieved a detailed explanation in tips and tricks.Whereas the Productivity concept, which is crucial on Gleba with the biochambers, is left aside.
In general I think Modules deserve a more detailed explanation, they are objectively harder to get both as technology and as concept than the rest of the game. They were mid-endgame in Factorio 1.x, after all.BlueTemplar wrote: Sat Nov 09, 2024 9:09 am
As I already mentioned, yes to a more forceful tips&tricks about [the productivity effect of biochambers for seed retrieval] :
EDIT :
For maximum impact, it could be a dedicated tips&tricks, which pops up when :
- the player selects one of the two recipes in an assembler (or biochamber), or
- one of two recipes completes, or
- one of the two recipes completes while producing a seed
- Modules
- Overview : entities that accept them
- Ghost modules, how to place them.
- Speed modules
- Efficiency modules
- Beacons
- Productivity
- Overview : effect and limitation on recipes and placement.
- Productivity modules
- Biochambers