Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
Nice mod, I like the idea and would like to use this myself.
However, this mod is OP and broken currently, both for reasons of game-balance and immersion.
Firstly, this mod ignores the various laws of exchange. Namely, the "Law of Energy Exchange." In this law, energy can neither be created nor destroyed, only transformed. Right now, this mod (according to the images) creates more resources in the lower tiers than goes into it.
Secondly, this mod shouldn't have an energy output. This makes Bio-Reactors obsolete and pointless. Instead, have it provide more farmer/angler jobs per tier.
Lastly, I'd advise altering the output rates so that:
- tier 1 is 60% efficient,
- tier 2 is 70% efficient,
- tier 3 is 80-85% efficient,
Otherwise, the current upkeep values per tier are good. These suggestions should solve the aforementioned issues without hampering the idea behind the mod. I hope this critique is found to be useful!