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A very different mod from the very start would probably be bob&angel. Though especially with plants and animals it gets quite complex. If you want something simpler you might enjoy Krastorio 2. Which btw is compatible with Space Exploration ... not like I would recommend that after you already got tired after the first bits of regular SE ....
And there still are many other great full overhaul mods out there. SE is just not a too great one mechanic wise, as it's built to be very long and tedious, which is not something for everyone. Another example would be Pyanodon, which is infamous for being stupidly complex. But most other full overhaul mods are usually somewhat normal and built to be fun without being too complex, obviously with different ranges of complexity. But in general it's always recommended to use a mod like helmod to get a better overview over all the possible recipes to figure out good ways to produce the materials you need, since without it you sometimes will still have troubles figuring that out..
Can Always try something easier or different.
Angel+Bob
Nullius
Krastorio2
Industrial Revolution 2
Stay away from pyanodon
But it requires a much bigger and more expansive set-up to maintain separate silos per product. So it isn't quite as convenient when you're just starting out.
I would also recommend QoL mods, recipe book in particular or any other which shows what is used for what. There are few others such as longer space underground belts and pipes, maybe factory finder (very useful in multiplayer).
You do you, but it'd be a shame if you let Earendel's highly questionable execution of a good idea keep you from trying all of the other interesting things out there.
On the downside, it's supposed to be about exploration, but that turns out to be a repetitious process of going to another planet that's not going to be much different than any other planet, there's just a few types, setting up a mine and/or subfactory, often with a blueprint, automating it, then moving on to the next planet. Once you get the hang of the logistics it all becomes pretty routine, just more expansion.
And at the same time all of the advanced sciences follow the same path, just with different materials. So you have to produce huge numbers of different data cards and that seems excessive and tedious.
But on the positive side, advanced research gives you all kinds of really good advanced weapons, armour and other gear. You can build some pretty interesting and different stuff and ultimately it's a great challenge to get to deep space science and the arcospheres. So I'd agree that it could use more work, it's really more of a collection of interesting ideas than a complete, coherent concept, but I still think it's a great mod for those who don't mind putting the time into it, want a good challenge, and who really want to learn more about the game's more advanced mechanics.
For example piledriver from weapon delivery cannon - why would anyone use that? Artillery with nuclear ammo does better job in every single aspect. Or last tier of furnaces, yes it is twice faster but it also take twice more space, who would bother redesigning whole city block because of that. Ammunition for gun turrets - there are 5 or more types and I haven’t touched gun turrets since early game, what is the point of it, if there are better options (wall with lasers supported by railgun or flame turrets). Same goes for personal weaponry, it just comes too late or feels redundant or inferior to what you currently have.
Energy generation - why are better reactors locked so far in the research tree, by the time you get them you will probably have space elevator in every orbit with solar panels supplying all the power you will ever need. I could go on, but you get the picture. I still like the logistic part, that is what I enjoy about the mod, but research in general is terrible and it does not feel rewarding at all. The pain you have to go through to setup each science is just not worth what you get from it.
Why IR2 is difficult is because it has many different "eras" of tech. You need to power assemblers, furnaces and everything with steam for a while for example and then have to figure out which craftable parts are redundant in the next era. Once you have everything done electrically it presumably gets easier but it may take dozens of hours to get there.
SE on the other hand basically forces you to play with Seablock (most stuff has to be built in space where every floor tile has to be expensively manufactured).
That is why AB is better: you can enjoy your fiendishly complicated petroleum recipes without having to wait 10h to build enough landfill for a refinery.
In my experience, IR 2/3 shouldn't take dozens of hours to reach electricity, not unless you are playing some sort of marathon game. I think about 10 for anyone who can get research going at a good pace, and us slower folks might approach twice that. I guess getting all of the electrical components produced and placed down in a new factory layout might technically push some people over the 2 dozen hour mark?
One of the important things to realize about the IR series is that the creator wanted more intermediates and/or really hates handcrafting--so either get comfortable with making malls from the very start or get a mod that speeds up handcrafting. Or a bit of both, because many factory buildings take over 1 minute to craft by hand from scratch.
Looks like this (85 train stations and more later, no yellow science done yet): https://i.imgur.com/UKMRB6O.png