Yes! My first ever negative criticism. Took long enough.
AenAllAin wrote:In my opinion, this is mod is honestly one of the worst in the game; it is definitely one of the worst I have ever tried. I think the main reason for this impression is that it seems to be mis-categorized. This mod is listed under the somewhat benign category of "New Items, Entities, Extensions", so one would only expect to receive various additional things for standard gameplay; however, upon installing this mod you find that it does not just add additional content, but in an effort to make the added content useful and a good fit, it dramatically changes many aspects of the vanilla game; not just limited to the base entities, items, recipes, and technologies, but it even goes so far as to change basic mechanics of the game via script-ticks (which are an unexpected addition to processing burden for a mod that is just supposed to be an extension). So the expectation is just new stuff, and the result is a complete overhaul to some of the gameplay. ...this mod should really be posted under the "Complete Overhauls" section; maybe then it would not leave such a bad taste in the mouth.
Ouch.
That is a good point. It used to be very much "New Items, Entities, Extentions". Originally, I added in Conduits and the burner generator. No price changes, no balance changes, etc. I just wanted to have something other than Solar panels until fusion reactor.
Then, I didn't really want to have fusion reactors be the end-all of generators, I wanted the rest of them to be usable in their own situation.
However, having 4 generators, I had to balance them. Which as it turns out, is essentially impossible. Honestly, its as bad as trying to balance steam engines and solar panels in the base game. They both produce power, but in such different ways that you literally cannot compare them, and dozens of threads spawn on the subject.
Here, I have 4 of them. (And splitting 2 of them into 2 tiers made it a bit less problematic) but if I wanted solar panels to be useful, they had to be more powerful than generators, except that generators use fuel so...
Essentially, the whole balance thing is a mess, and I don't know where to start on fixing it.
Then, I also wanted to have the armor available earlier, so I had to reduce the price of T1 equipment, so it doesn't use blue circuits. And then I had to add some smaller versions of some of them. And then I decided that multiple sizes of equipment was more interesting.
It definitely went from a few changes to way too many changes, some of which are probably unnecessary.
Also the Tech tree changes, which only insert new things, add requirements for modular armor stuff only, or add extra tiers. Nothing outside of Armor is changed there.
At the time, I considered overhauls to be mods like Dytech or Bobs Mod, which massively change most aspects of the game, while this one doesn't touch anything outside of modular armor. However, the main issue was that none of the catagories seemed right, so it was either "New Items, Entities, Extensions" or "Gameplay / Vanilla+", neither of which really fit. So I chose one and lived with it.
PROS:
- + Adds new stuff; I like having new stuff I can add to my game and try out if I want.
- + Creates a tiered armor system; it is nice to have an upgrade path for old equipment.
- + Solar Power boost; the vanilla Solar equipment seems to be under-powered and essentially useless, which severely limits the usefulness of early modular armor. Improvements to the solar equipment are a welcome change.
- + Increased battery capacity; this is also useful.
CONS:
New stuff can be good, but too much new stuff can be a problem. Dytech and bobs mod took a while to get into for that reason. Too much STUFF.
The tiers actually took a long time to setup. It was more arbritrary before, until I sat down and decided what went where.
Solar panels suck in vanilla. Hence the separate Pre-Fusion Mod I made.
Battery capacity is not so important anymore. Vanilla increased battery capacity by, I think, 20 times, so it barely matters anymore.
- --- Modifies (increases) the build cost of many vanilla items; Yeah, no ...I don't need you to "fix" the cost of the base items just to accommodate your interpretation of what the game balance should be.
- -- Modifies the recipe prerequisites and rearranges the research tree;if you want to overhaul the way the game works, that's fine, but don't package it as just an extension mod.
- -Tries but fails to implement grid-assisted equipment power; the idea is unique (even good), but the actual result is flaky, unreliable, poorly balanced, poorly indicated, and has no real utility.
- - Adds some amount of processing burden via script-ticks trying to implement the grid-assist mechanism; the fact that you have to resort to such extreme or convoluted methods to get what you need should have been a red-flag indicator to you that either the game was not ready to support it or that it is simply a bad idea.
I do need to review the costs again. Its largely pattern matching and following how vanilla does it. Adding the tier zero items probably throws the price off a lot. The armors themselves are not supposed to have price changed by much, (Just require the previous tier, but still nearly the same)
That said, the fusion reactor is probably way too expensive, and I need to run through stuff and compare it to vanilla at some point.
Only effects Modular armor. The Prerequisites are either just elicidated (Power armor requires speed modules to build, so it now requires speed module research to research) or else inserting a lower tier (T1 shields require Electrostatic shields to build now, so T1 shields require Electrostatic shields to be researched to be researched)
It was unique, and almost certainly was part of the reason why we have a few mods popping up that do something similar. Its reliably varies a lot depending on how you build your power network, and it tends to be extremely reliable in most cases.
What Does flaky mean? I assume its a negative trait, but generally that implies something is falling apart.
As for indicated, Yea, I suck as using UI anything, and my attempt to have it show sparks like an accumulator didn't work out very well. Looked like the player was on fire.
Same with generators and fusion reactor, but at least it says "Out of Fuel"
The Gameloop used to be necessary as is, since at the time, the required events didn't exist. They do now, but until reciently, I hadn't found a mod that used them. I still haven't started messing with it to figure out exactly how it works, so I haven't gotten around to rewriting it yet.
The gameloop is truely terrible, inefficient, and so on. Until I found Robot Army, It also had the highest time cost of any mod I had ever installed.
As for "The game is not ready for this", well, that is nonsense. Someone went and wrote Supreme Commander in Warcraft 3. In which he had to write an entire physics simulator, since the base game didn't support it, and basically scripted everything aside from UI and movement. He pretty much took a game engine entirely unsuited to another RTS, and pretty much overwrite half of the gaming engine to get it to work.
Feedback is highly appreciated.