Dimension Warp

by Anakhon

Build your base, defend it from the locals and get back to your home, Nauvis. A remake of the great warptorio2 (Vanilla and SpaceAge compatible).

Overhaul
2 days ago
2.0
1.45K
Combat Enemies Environment Mining Power

i Dimension Warp - A "endgame" review

11 days ago

Hello,

So I've been playing Dimension Warp (from now on going to be referred as DW) for a few weeks at this point, and have reached the quasi "endgame", and would like to give a review along with some suggestions for future upgrades. As a note, this is a 100% "vanilla" run, so some of these issues can be resolved thru other mods.

To begin, this is a fairly faithful port of warptorio2 in 2.0+, with some additions to help out with the Space age expansion. It has a very nice QOL start from base warptorio with the delay in pollution untill x amount of red science is unlocked. Unfortunately for me I got a bad 1st Nauvis (pure desert, no trees) so had to deal with the major increase in biter bases. Other than that, after properly starting (unlocking production, smelting, electricity & harvesting platforms) progression was fairly smooth.

Issues with DW however tend to come up in the midgame. One of the "modifications" is a roughly 50x increase to sending rockets into space. With how the mod is developed, space science isn't as immediately needed so the cost increase is a fine addition, allowing you to somewhat slow down and focus on automating some higher science (purple + yellow). This wouldn't overly be a issue if where not for 2 very large issues that pop up; a lack of space, and a lack of resources. Normally in warptorio, one of the challenges is to store massive quantities of resources for when your platforms are not mining, usually in the smelting platform, however due to lack of size (80% of space was covered by electric furnaces), my resources had to be stored on the bridges connecting the harvesting and smelting platforms, which do not get size upgrades until the last 2 harvesting platform researches. This combined with the smaller harvesting platforms at this stage left me starved of resources, massively artificially inflating the time between when you can actively progress, along with very little room in production platform to even automate science, let alone the rocket silo + parts. This feels like a oversight or just a way to inflate the time required to even start space science to fix these issues. Also having to spend 2.5x the iron making space platforms also did not help, making it feel "forced" to send wires to space and make the platforms there, which then also inflates the time stuck here even more. All while having to juggle your main platform's defenses and miners.

After you get thru the slog of space science, the game opens up and gets a lot better, where you actually have the room to produce science & store the required resources. Eventually around Fulgora, you start to switch into quality modules & buildings. This tends to be where the next major issue happens, what I would like to call "reroll hell". Because of the dimension warp timer modifier, you are forced to either: warp and sit and wait 15+ minutes (your around warp 50 by fulgora), or save and reload to get a planet where you can actually do something. Having limited storage as well in this point (I had ~300k-500k base storage for ores) means you tend to need to go to every planet after one another. (ex. Nauvis > Fulgora > Vulcanus) This whole portion of having to reroll for a planet is another major time waste if you plan to go the "intended route" of not save scumming.

Gleba is gleba, enough said. It was a really good decision to make it so freshness timers are extended and that agricultural science did not decay, else this combined with rerolling would feel even worse.

Finally Aquillo comes in to shake things up with it's mechanics. One slight issue at this point is the fact of pumps being slow (with like 400%+ mining prod) the whole 1h 30m in each planet does not feel like enough time, along with Gleba's requirements on farming making it nearly a waste to produce overgrowth soil due to said limited time. And this is the point I'm currently at, so I cannot talk about promethium sci, but that only boosts research prod, hence the review now.

So TLDR:
- The grind to space science is really janky, having very little space to actually automate science other than blue, green and red, (I had to hand feed black, purple and yellow for several hours) along with the production of the rocket components
- Having to either sit and wait 15+ minutes to get a planet the exact same as the one your are on completely sucks, forcing you to save scum else waste time getting actually nothing accomplished
- Later planets like Gleba and Aquilo have very little time to produce their resources compared to Nauvis, Fulgora, or especially Vulcanus (I've only needed to mine here like 5 times at like 90 warps)

So how can we fix this? Well I'm not exactly sure how the mod is coded, so cant say for certain if it will 100% work, but here's some suggestions
- If we want to keep the increased resource cost for space platforms (which is fine), there needs to be more space to store the resources required to produce science & rocket parts, along with space to have the machines (unless you want bot hell, which I guess can work at this point)
- After unlocking more than 1 planet (Vulcanus, Fulgora or Gleba), the warp button should have a "steering" ability, allowing you to select the planet you next get, while likely keeping modifiers random. This later would be upgraded to "perfect steer" to a planet, allowing you to select the planet & modifier while also making the timer stop, likely at a increased cost to balance it out.

Anyways, thank you for this mod, it is very nice to have a good warptorio port in 2.0. While it also still feels incomplete, hopefully my experience can better improve the grind.

11 days ago
(updated 11 days ago)

Hello,

Thanks for this very detailed feedback :D

Were you using the latest 0.4.3 ? Or another version ?

Space cost

Yes, I can clearly understand this, my initial though was mostly "make it more expensive to compensate the free resource generation it provides" (I preferred to keep the space part and not allow Gleba production in house, this is also the reason spoil was changed).

It's quite difficult to find the right "in the middle" because it also depends a lot on how you play (for example, for me, I set the basic to produce the space platforms, went to other science etc, while stockpilling lots of resources for rockets etc, then went for it, researched logistics and went full drone). After you unlock Vulcanus, basic resources are not anymore an issue with molten metal.

It's really the few hours you are stuck in between both "start space - unlock fulgora/vulcanus" that are... complicated ?
You can deactivate also the cost change if it's too much btw.

Manual warp timer

Yes, 15min was reached too quick. I've changed it in the last update, where you now reach 15min to wait around warp 300 (which is far far better)

Gleba

I really enjoy the challenge of Gleba, as pentapods are really quickly deadly (and require a real base defense) but it was also quickly a pain before I decided to change the spoil time :D
With how much you need it (and as said, the fact science doesn't spoil) I think it's not too bad now :)

Space to store resources

It's complicated... I already really increased how much you unlock for Produstia before reaching space (and it felt even "too big" during my Krastorio run). Maybe some tweak in Smeltus area may help as well ?

I usually "bot hell" like you say :D so clearly, that wasn't an issue for me, but I understand that with belts it's complicated.

The best solution I can see (apart from updating Smeltus) is to use mods like factorissimo (which is now compatible) for example, which would suit far better for people wanting to use belt instead of drones.

Selecting a planet

It's something i'd like to add (it's in my TODO), but I didn't have time yet.
I was thinking about a "cost" (not in energy like the original warptorio did) but with "something" you craft "which is automatically stored, like some "points", and used each time you want to do something.

Vulcanus / Nauvis or Fulgora (Vulcanus especially) are clearly not as needed as the 2 others in terms of resources. I think it's mostly due to how space age expects you to "waste" more time on the 2 latter, while the other are just "Nauvis but a bit different mechanics + a few new resources", which makes that if you add the resources of the 3, you quickly have "too much".

I'll try to see to improve Gleba / Aquilo resource gathering (maybe better craft with plants for Gleba to yield more, and better mining experience for the Aquilo fluids). I don't really know yet.


But this takes time (which I didn't have recently). I hope i'll be able to dig a bit more into all of this, and maybe change / update all the space things (i'm not fond of having the space platform while the warp platform itself could have been it and keeping the default end game of space age)

Anyway, thanks for this review, it'll help :)

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