gdxysghysrdefght wrote:Sorry, but those people are complete morons. What person with a brain, complains about being able to do something?
You DO know that you are ALSO able to NOT do it, RIGHT???
If you think they are OP, DON'T CRAFT THEM!
I originally had that viewpoint, but as pointed out previously, if the item exists, so does the temptation to use it. from the opposite perspective, having an icon you're never going to use gets in the way and ultimately becomes clutter, which is annoying.
gdxysghysrdefght wrote:And just wtf is up with the ore spawn? I am so sick of this, i spend more time fixing this broken mod than i play it...
Now i basically can't proceed anymore. Explored every bit of space that i can reach, aliens everywhere, need better weapons to get past them,
can't make better weapons because SOMEONE disabled ores in the config, that you NEED in the mod...
JUST WTF??? WHY??? Did someone SERIOUSLY say "Oh, there is ore on my map that i don't need! Please remove it!"???
WHO asks for something THIS dumb?
Nothing that you NEED is disabled. the default configuration is designed to appeal to the widest player base as possible, Unnecessary ores that can be obtained via other methods, such as Sulfur and Cobalt are disabled by default, but available to be turned on for those few people who would rather use it. To clarify Cobalt: you don't need cobalt ORE, you need cobalt oxide, which comes from 2 places... Cobalt ore, or "Cobalt oxide from Copper", a recipe which is unlocked by the cobalt processing research. I don't leave dead ends. And since the cobalt option has been like this since 0.10, if it truly were a hole, don't you think I would have patched it by now?
gdxysghysrdefght wrote:STOP DISABLING THINGS BY DEFAULT! THIS ONLY CAUSES MASSIVE PROBLEMS!
Very few problems from my experience, and those that people sometimes struggle with such as assuming they need cobalt ore to get cobalt oxide, or the Lithia water recipe (legacy before the ore type was added) are well documented in numerous places.
gdxysghysrdefght wrote:People that don't want to use those things, can just NOT USE THEM...
This way, everyone who DOES want to use them, has to put hours and hours of work into this, and for what?
Just to figure out that there are things disabled, that FORCE you to create a new world...
Even if things are disabled, re-enabling them doesn't usually force you to create a new world. Most things like the god modules are re-enabled and added to the game automatically (though, may require a recpe/technology update forcing, which can be done either by changing the mod configuration(I'm talking about the one in game, so adding/removing/updating a mod, not editing a file) or via script), some others like adding in an ore that was turned off by default can either be found by exploring, or using the regenerate command.
gdxysghysrdefght wrote:Sorry, but if you listen to someone, who says "I have to much things, please take them away from me!", then you should just quit working on this, and let someone take over, who knows how to handle those things...
REMOVING THEM IS CLEARLY NOT A GOOD OPTION!
If there's just one person who says to remove or change something... I don't usually do it. If there are numerous, it usually leads to a discussion, perhaps even a pole. eventually, either I convince them the change isn't needed, or they convince me to make the change. Nothing is done at a whim, or by the demand of a single person. And if a change is made, I do seriously consider the impact on the rest of the mod, sometimes one small change somewhere can butterfly through the whole mod, and requires tweaks all over the place, but if the work is needed, the work gets done, or the original change doesn't happen.
gdxysghysrdefght wrote:- No cobalt on the map
See previous... cobalt is a redundant ore, you don't need it. The option to turn it on is available for the people who would rather have it.
gdxysghysrdefght wrote:- Lua commands don't work (EVER), so i can't just generate a new field, and if i could... WHY do lua commands disable achievements? How dumb is THAT? I am not playing in some dumb online ranked game... WHY disable them???
they don't work? if you have an issue getting a specific command to work, perhaps I can assist. As for the achievements, that is entirely on the game developers, they introduced this change.
gdxysghysrdefght wrote:- Can't even check if the config actually changes the ore spawn, because i can't explore new terrain, because i explored everything i can reach BEFORE i enabled cobalt manually...
If you change the config correctly, it will spawn. Interesting point: due to the way the mod is programmed, disabling an ore will not delete it from an existing map, just prevent any more from spawning.
gdxysghysrdefght wrote:- I think express inserters, and the ability to choose the pickup and drop spot for ALL inserters is completely OP. Should NOT be enabled by default
The pickup and drop locations configuration built into the logistics mod mealy consolidates and cleans up research and a crap load of recipes that were in previous versions of the mod. There are very few new additions. The inserters mod is actually not part of my core mods, it was a request for me to design an inserters configuration mod similar to those that already existed, with more/different options. And again, requires research to fully unlock things.
gdxysghysrdefght wrote:- Laser rifle is totally op. 10 times stronger than my fully upgraded (without science pack 4) Rifle. HOW is THAT not OP? PLEASE REMOVE!
Actually, due to most of my enemies including a laser resistance, the laser rifle is actually quite weak. Especially if you're using the new ammos introduced by my warfare mod, pretty much all other weapons can out perform the laser rifle. Since it is a weapon from my mod, you can really only compare it to other weapons using my ammos, it is what I would call a Tier 4 weapon, and compared to other weapons of that tier, yeah, quite weak.
gdxysghysrdefght wrote:- In fact, pretty much everything but vanilla items are OP, please remove your mods from your mods...
the solution is simple, don't use mods.
gdxysghysrdefght wrote:See what i did there? Doesn't make any sense at all, does it? We install mods to have MORE things, not to have them disabled...
And the reason why they are disabled rather than outright removed is because some people might want to use them.
God modules are over powered, in fact some people even think that raw modules are overpowered, and I can agree, modules are supposed to reconfigure the machine to do certain things better at the cost of others... raw modules break that by removing the negative effects, god modules merge all raw modules together for an extreme overpowered effect. This is why they were disabled by default, and can very easily be re-enabled. They completely break game balancing. I actually went through great lengths to add in a productivity filtering system too, because adding productivity bonuses to everything is also overpowered and breaks game balance, but the option to turn that off remains too, along with an option to turn on transmitting the productivity effect.
God modules in everything, even beacons... that is insane overpowering, yet some people like it, therefore the option to do it is there in the config, but if it was all turned on by default, those who don't want to completely kill game balance would get upset. Do you understand?
I am... disheartened to hear that you've had a bad experience with my mod, but by the sound of things, you're basically getting frustrated by what is effectively nothing, and for that you have my apologies. Now if you excuse me, I need to go do something else.
I mod for fun, encouragement makes it more fun, and make me want to work on the mods, complaints do not. Those people who are eagerly waiting for the release of my vehicle modular equipment mod now have you to thank for an extended delay.