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Since resources are unlimited, I think any "hard mode" they come up with is just going to translate into "tedious mode".
We set our own goals in this game, so it's ultimately as hard as you want it to be by self-imposing restrictions within the already robust ruleset.
If hard mode fancies your tickle, start over in the Dunes and restrict yourself to only ever building Mk.1 anything and never upon foundations.
50% less resources slows down the gameplay, but doesn't add a lot of difficulty. You basically need one tier lower conveyor belt for every output OR 50% less factories for each resource node. Even a min/maxer will find it harder to balance current resource rates as it demands more space and planning.
An alternative is to increase the cost of every product, although that will run into the same problems as above: If you need twice as many product, you only need half the factories and belts to actually use it all. Besides that the cost of each tier product higher would be astronomical and take hours just to build enough materials to start building it.
A better alternative: Increase both the cost of each product AND the resource production rate. That way you need more planning to lay down all the belts and transport to produce everything. It would likely need some kind of input merger/output splitter so that you don't run into the problem that your maximum belt capacity isn't enough to actually move all the material you are creating or that needs to feed into it.
Even then there are other alternatives for higher difficulty. Restrictions to foundation placement in the air, time limits in which you have to upgrade the Space Elevator or it will fall down, time limits that products can be travelling before they decay etc. These would put greater demand on the planning and knowledge skills of the player, which is the primary attraction of the game.
Agreed. This is a single person/co-op game that's focus is building, not a competition to see who can win on the hardest difficulty level.
also creating maintanance recepties - create bearings, mills, gears and other replacable parts for your machines and a whole new buildings for automated maintanance.
You will finaly have use for bottled oil as it will be used as grease in maintanance, not just source of power.
( for example 4 fuel burner instead of 40 - just for performance reasons xD)
Clearing a nest of whatever with seeds instead of inhalers is more action challenge. Brought about by increased cost of crafting.
Building to a distant node with reduced tier equipment is more crafting challenge. Brought about by increased costs of crafting materials.
Achieving the next research tier requires increased size/speed of production chains due to increased costs of research materials.
I dont advocate specifically simply reducing speed but rather context aware adjustments to rates and costs; research should all cost substantially more and certain materials should be way, way more expensive, etc. Gotta do it right ofc. Easy to mess up ratios etc.
My solution to this problem i would like to suggest is to borrow an idea from factorio. specifically the idea of evolving mobs as you go along. and as you pollute the atmosphere they will attack your base taking a toll.
Sounds like it would be a pretty interesting hard mod to me.