That way if you take too much out, the production falters. The more it has, the faster it grows (up to a max limit). It would grow its product at an exponential rate. You start it out as a patch of dirt, and load it with a seed (not sure how to gamify that though). If possible, i'd like to see it more like a real farm. I'm not sure I like your idea about farms though. this mod is a huge undertaking, and has a lot of potential. Lemme know any feedback you guys got, ideas/sugges Likely these would take some of the crop to use as seed material. This would allow for adding the individual crops as recipes, and a second version of each which uses water to increase yields. On the one hand, this would mean no soil based bonuses (probably, not sure if it's possible to lua-script productivity bonuses). They like hills.)ģ) Also with farms, they might work better as an assembler type building. Perhaps this would be done with a new tech tier that allows taking the farm and specializing it to a single resource, each with their own requirements for the best tiles to place them on, instead of water always being best (for instance, growing grapes would work much better if there are cliffs nearby. This would make balancing out all the items much easier, especially as the tiers go on and the needs for each change wildly. I think ideally a sand biome would have one small cluster of infinite sand in the center, but I don't think that's really possible with the resource system.Ģ) Speaking of farms, I'd like to redo them and separate out the various resources so that a single farm produces ONE thing. Alternatively, might make the sand patches significantly less common, but infinite. That last use might be removed, as it's a bit out of scope for this mod. Sand is used only for a) glass for wine, which is only used in one tier, and b) as a component to concrete. This would make sand an infinite resource, but would mine much slower than currently. Instead of relying on a sand resource (that's currently probably WAY too common), it'd instead produce at a variable rate based on how many sand tiles are under it. Things that might change/ideas for changes:ġ) Redo the sand collector to work more like the farm. Not sure if this can be done easily but it'd be nice to not have it gobble up random items. We want a sense of rebuilding a society, so a natural progression there would be good.ģ) Prevent the homeworld portal from taking items that aren't needed. Coal, uranium fuel cells, landfill, and cliff explosives would likely be added. It'd still end at 2M pop, but there'd be less waiting between tier upgrades.Ģ) Along with the above, requirements would be reworked so they go in more of a progression - basic items for lower tiers, items those items make for higher tiers, and end game items for the highest tier. Instead of 6 tiers, there'd be 9 with roughly double population required for each level. There's already code for it in the old versions git which i might bring over. I don't recommend using any of them.ġ) Tiers: both the numbers and what items are requested. Also they need to have modules disabled as none of them work properly. Maybe give set rewards, rather than random one from a pre-set list.ĥ) Terraformers need some fixing as they don't work quite right. Also, I'd like to disable the military based rewards if the map has biters disabled. Right now they're unchanged, but science has changed a lot since 0.13 and those rewards aren't really as valuable as they were. Might have them added directly to the players inventory when they open a portal, if it's possible.Ĥ) What rewards are given out. This'll allow easier transport over long distance than barrels do now, but won't break the game.ģ) A way to retry any missing rewards, possibly a different way of handing out rewards. Most likely it'll be replaced with a custom barrel-like item that holds more oil each, but can't be unbarreled. Letting the stack size be huge REALLY unbalances the main game. There's only a few techs and they don't cost much.Ģ) Oil barrels. So, here's a thread to discuss feedback on potential changes.ġ) Redo the tech costs to be in line with factorios 1 to 1 pack change in 0.15. It needs a lot more work than that though to fix some of the issues it has, especially balance due to all the fluid and barrel changes. As it stands, Homeworld Redux is currently mostly a direct port with only minor changes to handle Factorio changes since 0.13.
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