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Space exploration is not as extreme but it definitely is not a mod that is balanced around vanilla's recipes, mostly because a pretty big part of the people using mods do so for the extra complexity.
Essentially i wanted the new content, not all the basic stuff to be more complex, but alas.
If you playing on death match map, yes you have a huge disadvantage against them hording at your base and player.
And low-level motors are nice, but its strange that electric motors DON'T need the basic motor. And that both of these are needed in such HUGE quantities, but they only stack to 50, like engines.
As for combat, I don't think I've noticed a change at all. The biters aren't any faster, harder, or smarter than vanilla, though I can't seem to find out where some biters manage to sneak in and munch on my circuit production.
The idea of low-level motors is nice; but the execution of the idea is abysmal.
For comparison: just to sustain up an extremely basic 1.5 p/sec of basic terrestrial science, you need a dedicated small electric motors build that swallows up an entire 15 p/sec of copper plate.
The motors case isn't an isolated occurrence either. The sheer volume of resources everything in Space Exploration demands, pretty much requires that you stay small and stay on a drip until you've managed to tech up to the point where you can launch into space; have located a vulcanite; iron; and copper world; have colonized those worlds; and have set up automated rockets to return those resources to your main base and smelt them.
Any other attempt to scale up - especially without using the more efficient vulcanite based smelting recipes - is doomed to having you burn through most of the resources within easy reach on Nauvis and forcing you to chew through massive biter-infested areas to claim more patches. And with the combat overhaul companion mod installed; those biters are a lot tougher than standard.
As a final insult:
IIRC unlocking the ability to process raw vulcanite into usable vulcanite blocks requires rocket science - i.e. the first of the actual space sciences. So you also have to construct a space platform before you can viably scale up.
I guess I could also make mention here of the fact that those neat cargo rockets are a trap. Until you've actually unlocked all the rocket upgrades that prevent cargo loss and that increase parts re-use, they are far more expensive than using delivery cannon capsules - maybe even double the raw resource costs, not sure.
Space Exploration has some very neat ideas and concepts, but ultimately on the game balance side of things it falls horribly, HORRIBLY flat on the face. Let's just say: it's a good thing Earendel was hired by Wube as a concept artist and not to take care of core game design.
Enjoy their work. Or don't.
While that is in principle true, morally a certain degree of responsibility exists towards other players once you publish your mod publicly. E.g. don't break the game with updates; keep it compatible when the game itself updates; etc. You can add to that list as well: a responsibility to actually offer that which you put on the tin.
And let me quote from the mod description for a moment:
Yeah... it doesn't really do that, does it?
It's actually more the anti-thesis of refined and balanced. And the major way it achieves cohesion is by introducing knee-jerk changes to the game play to force players to play along one particular narrow-band line of development, because the others are simply made impossible. I.e. in a very bad attempt to gain the third, it sacrifices the first two.
I played it for awhile, I enjoyed the change of pace from vanilla/bobs/angels. Its not perfect (to my tastes) and has some rough edges, but for what it is, its done well enough to be enjoyable, and I respect the amount of work that went into it.
I personally find that Space Exploration has some very good ideas and concepts; but they are marred by terrible balancing and bad knee-jerk changes made to funnel players into playing the mod in the ways the original creator wants them to. (The whole biter meteors on vitamelange planets deal, for instance.)
It could be a whole lot better than it currently is, if Earendel would actually take the time to sit down; re-evaluate certain choices; and do a re-balancing pass to make things smoother and more streamlined.
Streamlining it doesn't mean dumbing it down. Rather; it means getting rid of the cruft that is rote complexity for complexity's sake or rote inflated numbers, and allowing players to move forward and spend their time on actual real challenges within the scope of the game; i.e. avoids the busy work fallacy.
Take for instance Beryllium processing. Is there an actual reason for the process to involve that many intermediate products; the output none of which ever appear as input in any other recipe chain? No. It's just needless bloat that serves no actual purpose other than to inflate the time taken for the player to find enough space to build the required machines for the assembly line.
Holmium and Iridium at the very least have some interesting things going on with recycling the ionic beads. Beryllium? Nope. It takes a detour through an acid - i.e. a liquid - but also that is a 1:1 input-to-output relation. Not used by any other recipes.
My advise to Earendel would be:
cut the fat; allow players to sample the meat.
I haven't tried space exploration but by the looks of it I never will. Too many surfaces to explore with only one way of transportation. Rockets.
I prefer smaller mods. Just choose the ones I like and if there is something missing I add it. If there is too much I remove it. Shape the game with a lot of mini DLC's.
That's doing it a disservice. There's a bit more to it than that.
Space Exploration offers:
And it still has space elevators in-development for mass-transit of trains from surface to planetary orbit.
Well, now I'm 10 hours in and finished steel research and mechanical refining, means, I made it to "production research", means, one of 7 tier 1 research areas somewhat covered. still slow, but this is how it goes.
It's fun, it's complicated, it keeps you busy. And yes, playing on a modified settings rail world with RSP mod too.
i hope factorio team make spaceship mod into vanilla and make it easier.