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Yet, simultaneously, I can't bring myself to play Space Exploration modpack.
Like the OP, I feel that the author of Space Exploration went a bit too far in adding more complexities and steps. The Space Exploration modpack has a real middle-to-end game that starts once you move into outer space and organize multiple outposts on different worlds.
If there were a significant change I could suggest to Space Exploration's Author, it would make the phase between pre-burner to space launch shorter to emphasize the exploration aspect of space, instead of insisting on weird stuff like forcing drone attrition. Technically I can work around it by forcing the drones to travel only short distances or mod out the dependency.
Contrast this to subscribing to the entirety of both Bob and Angels mods (two Authors with different visions, no less), where you have multiple tiers of continuous progression without making it too tedious. You can toggle individual mod if you turn out not to like something and those B&A modpacks have plenty of mod settings to configure.
Multiple other modpacks, which can be mixed and matched as desired and modified to the user's wants, hold more appealing gameplay to me than just Space Exploration by itself and its dependency.
Oh, as an aside: if you are worried about the start settings, most of the playthrough's starting options only affect the starting planet. Definitely resources and stuff like peaceful mode. Not sure about stuff like pollution settings.
I've trying to get into it again, but the longer I play the less I like it.
Meteor strikes, robot attrition can't be turned off. Biters can be turned off in vanilla. Hopefully he doesn't get too big a voice in the DLC (but my hopes are low, considering at least two other sore thumbs in the Wube team)… his vision is very different from vanilla
(Old players will remember the days when you couldn't finish vanilla without biters, thanks to Alien Artefacts…)
The key thing that SE emphasizes is logistics over copy paste spam. Moving stuff from point A to B will be the bottleneck on almost all of the SE game, not having to spam the same mining outpost over and over.
Pros:
- It will force you to learn how to use logic circuits to control your stuff. I see this as a good thing.
- You get rockets earlier, so not that long to get into space
- Lots of cool tech to research
- General concept of exploring the universe
Negatives:
- The mod developer hates bots, so bot attrition exists and getting to bots can be a chore. I don't mind belts, but space belts being only built in space is kind of stupid and creates a bottleneck issue that is pointless.
- To quote the mod developer, "The current version of the tech tree does not represent the final intended tech tree. The current tech tree acts like a scaffold so that new content can be built around it. For example, getting access to material science pack 4 doesn’t currently unlock anything special unless you already have other high level science packs, in the final version this won’t be the case. The areas around the T3 and T4 sciences can’t be fleshed out immediately because they will rely on new planets in different solar systems and the planet-specific mechanics have not been developed yet." This means the tech tree can be very grindy at times and the whole tech tree needs a reevaluation to smooth out the difficulty curve.
- There are some random elements in the game that don't typically fit well into the Factorios general concept (meteors, bot attritions, etc.)
- It a very much more complex undertaking than the base game
How to work around some of these negatives using mod settings.
- Turn biters off, this only effects the starting planet so you don't have to fight biters on your home world. They will still spawn on other planets
- Bump up the resources as this will allow you more margin before you have to go into space. Getting off the starting world is like less than 10% of the game, so it doesn't matter than much. Again, this only applies to the starting planet.
- Robot attrition = make sure all repair crashed robots is enabled. Adjust the robot attrition factor in the mod settings. This will mainly effect the starting planet, but also contribute on other planets.
- Coronal Mass Ejection = frequency can be adjusted in the mod settings
- Meteors = fairly sure this can be adjusted in the mod settings
After tweaking the mod a bit, my biggest issue with it is the tech tree grind and generally messiness of it. The mod is pretty good until you get the the various 4 x 4 sciences after the initial space sciences.
same here, did already 5-6 tries... longest i got is that blue cryonite or how is called, when i have to build there the whole sharade to get rocket capsules and stuff to be able to launch from there etc...
best enjoyable way to play it is cheat an infinite mall, and focus on prod builds, but still those rockets bore me to death... i made a creative mode save and i can use all the late game stuff , its becoming enjoyable... but at that point i prefer DSP...
It's actually just a pure con. What it boils down to is making the mod impossible to play for those that don't understand circuit logic or are put off by it; and for those that do understand circuit logic and like to tinker with it, it means they'll settle on designing re-usable circuitry with configurable products for shipping and will finally copy&paste that along with their outposts, which will still be largely copy&paste-d from component blueprints.
Then there's also super-silly stuff like some of the circuitry you're 'supposed to' design to balance arco-spheres. That particular puzzle actually does have sound algorithms-based solutions to do it properly. But Factorio's circuitry doesn't have any of the higher-tier operator abstractions that'd make it a realistic choice to attempt to build those.
The whole thing with SE's use of circuitry and where its mod author wants to take it, leaves a very sour taste of feature gap.
I know that when trying to optimize code you need to get down to basics and in many cases you can and that makes your code run "zillions" of times faster. In factorio basics is all you have, but that doesn't mean you can't run complex algorithms, you may just have to not try to translate the algorithm literally.