AVADII Rebalance

by AVADII

Striving to enhance the game by implementing carfeul and targeted rebalancing changes!

Tweaks
19 hours ago
2.0
7

g Thanks for the mod

11 hours ago

Hello. Thanks for the mod.
Interesting parallels with the post I created a week ago on reddit(https://www.reddit.com/r/factorio/comments/1n93fy2/mod_idea_for_some_rebalance_of_sa/).
I was already going to make such a mod myself, but I'm glad that someone did it for me.
I'm currently completing a mod that rebalances the cost of technology in a similar way.

10 hours ago

Hello. Thanks for the mod.
Interesting parallels with the post I created a week ago on reddit(https://www.reddit.com/r/factorio/comments/1n93fy2/mod_idea_for_some_rebalance_of_sa/).
I was already going to make such a mod myself, but I'm glad that someone did it for me.
I'm currently completing a mod that rebalances the cost of technology in a similar way.

Specifically about this mod. I like 90% of the changes, they are noticeable, they will affect the gameplay, but they are not crazy, like in many similar mods. The only thing I don't quite agree with is these changes:

"Asteroid Chunks: Now have a stack size of 10 (from 1)."
What is the purpose of this change? I think the asteroid stack size in the game is very cool, it encourages using sushi belt instead of storing in the central building. I have not encountered the fact that asteroids are difficult/uninteresting to manipulate on the platform.

Quality rebalance:
You've reduced the quality bonuses at all levels. I don't quite understand why. I don't have any statistics, but it seems to me that not a very large number of players use the quality mechanic anyway. Why make it even less attractive?
I see a different problem with quality. The game is designed in all parts in such a way that it makes the following strategy the most effective. Throughout the game, you ignore quality, because up to a certain stage of the game it is more of a headache than an improvement. And in the late stage of the game, you start crafting legendary items ignoring all other quality levels. And this is a strange situation. That is, in the game, it seems like only normal and legendary quality remains.
And to fix this situation, I would add a bonus to uncommon and rare qualities. And even better (though I haven't looked yet to see if this can be done in the mod API) increase the chances of uncommon and rare qualities dropping, and decrease epic and legendary a little. So that the chances are not +10%, +10%, +10%. But let's say +20%, +10%, +5%. This will increase the value of average qualities, and this will be an incentive to make quality things in the middlegame.

5 hours ago

Hey!
Regarding the chunks: I specifically don't like the promethium belt weaving to store chunks. It's a funny idea but gets old really quickly, especially because there's no other penalty for using belts. My promethium ship has 2 extra cargo bays and they aren't even needed. We already cannot use chests. I think this change will make the late game more interesting by enabling other ship designs. If you still want to use cursed belts you can do that.

Quality: Balancing quality is really really hard. You said it yourself: on the one hand you want to make it attractive (for casual players) on the other hand making it attractive (strong) kinda ruins the late game (in a way) for veteran players because it's so overpowered and makes factories so small and productive. The goal of this mod is to rebalance, not to change the way mechanics work, because that would mean that you have to relearn parts of the game because they are now totally different. The game should still work the same way as before just with a different balance. That's why I don't want to overhaul and change the way quality works.
I don't think players actually care about the numbers. I didn't know off the top of my head how much better a legendary item is. All I know is that legendary is vastly better and the best late game option. A +100% bonus is still crazy good.

Thanks for posting!

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