Voidcraft

by S6X

Conjure items from nothingness using energy and a bit of magic. Or sufficiently advanced technology, who really knows?

Content
a day ago
2.0
2.60K
Logistics Mining Fluids Manufacturing

a Changes in 1.3.0

9 days ago

With this mod having stabilized and there being no egregious bugs (that I know of) I have started to think more about balance.

The voidcrafting numbers that I used so far were based on a rough estimate of the "worth" of each item based on its recipe. I have refactored the code and made many of the calculations more explicit in costs.lua. For 1.3.0, most of the changes I have made so far are only when the crafting cost of an item didn't fit the internal logic that I was trying to maintain, so I reduced it to feel more "consistent." I haven't yet tackled the issue of whether or not the whole methodology I'm using is actually that good, but of course that is something I'll have to continue to think about.

The one place I did make more substantial changes was in the costs of military items. Many have been reduced, because supplying ammo more conveniently seems like a good application for voidcraft, and I wanted to encourage players a bit more here. I also figured military items were a good place to test how well some more substantial changes would work in play, because most of these items are going to be end products, so it was less likely to break anyone's base.

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