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Metallurgy [0.0.2] issues/early impressions #416

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Timeslice42 opened this issue Sep 3, 2015 · 5 comments
Open

Metallurgy [0.0.2] issues/early impressions #416

Timeslice42 opened this issue Sep 3, 2015 · 5 comments

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@Timeslice42
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(This run was using only Core 1.3.0 and Metallurgy 2 0.0.1)

The beginning of a game needs some love. Right now there's not alot a player can contribute because the two starting iron picks break very quickly, and the ony thing the player can harvest without a pick is wood. I suggest doubling the durability of all picks, and adding a "stone" pick with a mining strength of 2 and durability of 4000 made from two sticks (or one raw wood, if you don't want to add sticks) and three stone. This way the player can at least harvest limonite and anthracite.

I tried to enter the electrical age, but the boilers don't heat water, the dirty water starts with a temperature of 50 instead of 15, and the steam engines just make this horrible grinding noise instead of power.

My playthrough ended at that point :)

@Timeslice42
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Also all the molecule icons are "fat". It looks like you made them with the wrong aspect ratio.

@Dysoch
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Dysoch commented Sep 3, 2015

ooops, fixed the issue with water xD
venting of chemicals has also been added now.

Gonna think of a good idea for the mining of the ores

@Timeslice42
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Personally I feel like we start with too much equipment in Factorio. I usually ditch everything but the pistol and ammo (that I can see in an escape capsule, but a burner miner and a furnace?), and start from there. It would be really cool if you could work out some way that I can progress with Metallurgy 2 from that start.

@Timeslice42 Timeslice42 changed the title Metallurgy 2 issues/early impressions Metallurgy [0.0.2] issues/early impressions Sep 6, 2015
@Timeslice42
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Okay, now the early game is much less painful, but now we have the opposite problem. It is no longer worth mining hematite or chalcopyrite by machine when doing it by hand is so much faster. I like that the player now has something to do, but if you're just going to double the mining strength of the pickaxe then what was the point of making your ores so much harder in the first place? I had assumed that it was to gate ores behind certain levels of technology, but that all goes out the window with the latest changes to picks.

Instead of having to continually buff the mining strength of the various ways to mine, why don't you just scale your ores back down to regular dytech/bob levels, so that you also maintain tech compatability with other mods?

Anyways, now that water works again I'm going to go start researching so I can try some of the various processing.

@Timeslice42
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Okay, as far as I can tell "Steel Processing 1" (according to the chart) doesn't exist yet, only "Steel Processing 2", which makes it currently impossible to make steel. So I think that's the end of my testing for version 0.0.2. So far it feels quite promising :)

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