Quote from: minami26 on November 09, 2014, 03:19:57 PM
Gee golly, thank you so much guys for helping me fix and balance the mod, im taking notes and see to it that the next iteration will be not so broken.
And i have already made a stun gun. Its available to be made on the modern assembly I original/ttm worktable.
Can i ask for a changelog/patchnotes on the things that you changed with your copy Cat123? Ill be sure to learn some things from you
Also goo poni and oragepoilu thanks as always!and be nice
Nice mod, not sure how much of it is yours (all of it?). There's little things - like why have the master build list in different mods? TTS Mining has a table listing a parent mod's workstation build list. No doubt I'll work it out, but the structure seems odd at this time.
Sarcasm - less cool, but *shrug*, we can't all take criticism gracefully.
Suggestions:
Move Solar Panels parts, Battery packs and Beacons to Electronics Table & lower the tier
As it says on the tin - no way any of these should take a program module. Solar panels & batteries currently require you to kill / process mechs. Not so much potatoes, but should be mid tier, not highest tier.
Oil is currently far better than all other energy sources
A single oil refinery gives 4500w and can support 5 generators with x3 oil tanks each (6000w) easily. So, if you stretched it, you could easily have 12 generators with only 1 tank each (14,400w). Compared to geothermal (3600w) and solar (lol) there's no competition - not only that, it only requires mid tier building materials as compared to geo & solar which currently require program modules + advanced modifier.
This is a balance issue, and could do with looking at - or at the very least, geothermal should give 12kish.
Science Fiction Weapons currently do same / less damage than modern era weapons
Not sure if there's an excel table listing the various weapons, but a lot of the modern era weapons do more damage than the SF weapons. e.g. that Russian Sniper rifle (35+) vrs the Plasma burst sniper (12x2). There's also a bunch of references (Aliens, W40k etc) that aren't really useful - for one thing, if the mod is ever bundled into the main build, you can't have TM stuff in there (legally).
Updated AI = waste of resources
For the massive cost increase of an AI core (6k), you get +2 skills across the board, and that's it. Not worth it, by a long shot.
Food production at fireplaces is vastly OP
Compared to making basic meals (highest tier stuff required, elec hob) with 12+ cooking, the fireplace churns out at least 20 meals in the same time. I'm currently feeding a colony of 15 just with 1 fireplace.
The speed needs reducing or the # of materials (food) needs upping. There's no reason to have any other food production unless you want the +morale effects.
Bugs:
Black Void event - if it is an eclipse when it starts, no darkness occurs
Tested: it's the eclipse - when it ends, darkness is correctly applied.
Void beasties still spawn, colonists still have -7 morale penalty, the visual dark effect just doesn't trigger.
Still, mod is nice. 50% of the guns (and all those tables... no wonder I never found the stun gun, I wasn't going to build 6 tables all virtually the same) need pruning and the beacon stuff.