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With 1.0 adding crafting times, having to trudge through crafting components to make more components and waiting is a chore and a half.
So less microcrafting, or maybe there's a way to remove crafting time on components?
unfortunately While this will be a huge undertaking for redoing recipes, I agree.
To craft some of the items I need a notepad just to breakdown and remember exactly what I need to make.
Consider This for a moment:
I needed 3x AI Chips for whatever reason for me and my buddy.
AI CHIP x3
MORPHITE BARS x3
MORPHITE x6
PHASE MATTER x6
or
THORIUM RODS x6
AI CHIP x3
QUANTUM PROCESSOR x6
PROTOCITE BARS x6
ADVANCED PROCESSOR x12
CIRCUIT BOARD x24
COPPER WIRE x24
AI CHIP x3
Phew...
so We had to consider 11 total recipes Just to make one. That's hard core.
So to prevent you Sayter from having to redo all of it I suggest instead of rebalancing them make a new system:
Discover at the Science Station for new materials/crafting
Create the newly discovered things at the matter assembler.
Holding the item wont unlock the recpie, only crafting the bluepint and and using it will create the easier method.
This solution keeps your current methods while allowing those who put in the extra work an easier life.
So, The "Science Station" (Name Pending TM) Will allow players, who gather the initial extra resources, a method of simplifying recipes without elimitating the initial progression.
I want AI CHIPS.
When i Craft my first AI chip the traditional method, it unlocks a Recipe in the Science station:
AI CHIP RESEARCH
The research is, in spirit, the player discovering an easier method of crafting this object. Say the research Costs:
items dont matter in this example but when it's done and the players hold the research notes it unlocks a simpler method of crafting AI Chips with raw materials instead of crafted ones.
again, items dont matter in the example.
The important thing is that after the extra time spent the player now has a direct method of crafting the AI chips with Raw materials (1 recipe to consider) instead of dealing with 11 recipes.
Did that clear it up? Let me know I can be pretty rambly at times.
All that said....part of the point of FU is to be a bit convoluted and complex. While I'm good with simplification it needs to have it's place. As ideas go, this is one of the better ones on how to deal with the issue that wouldn't actually require extensive rewrites. Just a crapload of duplicated recipes lol
I agree, I love discovering the parts of FU that are complicated and the best way to make it work. Perhaps consider a Puzzle approach. Where players simply don't know the research and have to conduct it themselves, even if they fail and it consumes the item.
Consider the archeological minigame. If the players fail they only get bones.
Perhaps to keep the complexity you desire, the players could have to play a mini game of sorts to find the right combo of methods to get the research done.
That adds alot of work on your end but I think once players get good at the game they'll feel proud of their accomplishments with it.
oh power you salty tart.
Alright So the very first time I attempted to make battries and such I attempted to make my own little power plant. The problem with that is that in the vanilla game it limits the distance which wires can go.
My solution? Power Conduits.
These can take several forms
Anyway all they would do would be a aesthetically pleasing object that acts as a middleman for wires to artifically extend their reach.
I do not know how far away from the player the Wires can before they are culled by the engine, but this will allow for making of Power farms and storage.
On another note:
I'd also like it if more things unlocked when you have part of what it takes to craft them instead of one key item. I posted an example in another thread about how the magnets unlocks from the coil, and not the EM shielding. You could make the EM shielding and not get a clue about what to do with it.
Another good example is nitrogen being craftable using only plant fibres, yet you won't be able to refine it that way unless you find nitrogen from much rarer soruces.
I've also seen only seen one FU moon with anything on it besides fuel. And even with gas gaints I'm lucky to find more then three moons (half of which also just have more fuel). It'd be nice to see some more moons (they don't have to be "moon" biomes, just orbiting larger worlds) seeing how many there are in our own solar system.
Finally a better explaintion about what effects each armour gives. I've looked most of them up from Github at this point, but I can easily forget since there are so many.
Also super dense planets should have abundant densium and be tier 7.
Loved the ideia. I love this mod, but I feel the pain of "grinding" sometimes. This would help a lot.
First time you have to do the full recipe, almost as if discovering it. After that you get a direct recipe to do it. Pretty good tbh
Cloning Lab just takes seeds and combines them. It literally changes nothing that isn't already there. It has no need to change, since it does nothing to the vanilla stuff. Some mismatch, yes, but that is entirely up to the player based on what they mix :)
Super Dense planets vary , and are not always tier 7. Likewise, their ore table varies based on the biomes that load within them. This is not slated to change.
Currently to sell FU foods, you have to make an extra trip to the outpost to find a merchant that will buy everything.