Factorio+

by fishbus

A mod that builds upon and tweaks the vanilla experience with a little bit of everything: crafting, furnaces, resources, turrets, vehicles, enemies and weapons. [Built for base 2.0 Factorio - Works with Space Age]

Overhaul
17 hours ago
0.18 - 2.0
22.3K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Manufacturing Power Storage

g [Answered]Character descriptions?

2 months ago
(updated 2 months ago)

First off: well done on the mod overall, it's very impressive. Second, in the startup mod settings I noticed you can change your character. Can we get a list of differences from one character to the next in the description? Or at least in the comments here so people can search for it?

Edit: Nevermind, I just saw you can hover over the character to see the bonuses.

2 months ago
(updated 2 months ago)

The Kobold Miner is... kinda lame compared to the others. Mining speed gets more and more irrelevant as you approach end game and start doing more and more stuff with construction bots and blueprints.

The hauler robot appears to be broken. The description says it can do advanced crafting in hand, but instead it can't craft a lot of normal stuff, like power poles, iron plates, etc.

2 months ago
(updated 2 months ago)

Heya,

Having fasting mining is nice early game, and it has the added effects of deconstructing items faster as well. But it's down to a good buff early game to end up not being super useful later game. Their smaller body does mean they can squeeze through certain objects that others cant (not taking squeak thru mod into account tho)

Still, with that being said I might increase it to 3x-4x to really drive it home.

The Hauler robot crafting in hand (and mining deadwood fields) will be fixed next version, and a tiny bit slower. because y'know, it hauls.

The character stuff overall is to go into a playstyle you like with an added challenge, so they probably wont all be winners to everyone as some of it is down to personal taste.

Cheers

2 months ago

I will also include a tooltip in the information of the character selector mentioning you can highlight the selection to get the stats / changes.

2 months ago
(updated 2 months ago)

So I honestly really like the idea of a kobold engineer, OC notwithstanding. But I just feel like it deserves better. My suggestion is retain the 0.8x size, 2x mining speed (or 3x or 4x like you said lol), and the 0.5x health, but give him a small 1.25x or 1.33x speed boost (kobolds are nimble too!), -20 inventory like the explorer (they're also small), permanent night vision effect (I mean, duh), and 0.75x crafting speed (they're usually not very bright and a little clumsy). It feels balanced to me and in-line with the creature while still feeling unique from the nimble explorer.

Also, in order to make the Solider and the Tank feel more unique from each other, I would suggest slowing down the Tank's regen to 2x or maybe even 1.5x (but still keeping it instant), and then increasing the Soldier's damage but decreasing his health to make him lean a bit towards glass cannon--the opposite direction of the Tank's lean, y'know? Though if you do that he should probably be renamed to make that lean more clear or people will see the health debuff and be like "huh?"

2 months ago
(updated 2 months ago)

My beloved not quite 5e kobold will basically represent my playstyle.

I'll deffo take into account the soldier/tanker stuff for next version. Although you can't give characters more damage by default, but given how many ammo types and weapons are in the mod, having a large space for arsenal is extremely good mid-late game

2 months ago
(updated a month ago)

"It's my OC and I'll make the character suck if I want to, dammit, I don't care if you want something better."
Okay dude. I'll just edit player.lua myself.

edit: and several updates later you didn't even change the characters lol, just ignored my suggestions despite saying you'll "deffo take [them] into account." Guess I won't bother with future suggestions.

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