General Improvements

by Jouki

Adds many updates of various stuff, new turrets, equipment, ammo, thermal power station (energy source), transmitter of wireless electricity and more

8 years ago
0.13 - 0.14
20

i General Issues

9 years ago
(updated 9 years ago)

Issues:
1) Heavy laser turret takes 4x4 space while clearly having 3x3 sprite. Could you fix it to 3x3? Also when you do it, fix it's energy consumption as well, as currently after 2 shots it runs out of energy buffer and it's shooting speed drops dramatically.
2) Termosolar panel is too big and really not worth it due to it's size - it only produces slightly more energy per space then normal solar panel while being significantly more expensive. Making it normal sized would fix it.
3) For some reason recipe for Power Armor mk3 produces "Power and Armor" mod Power armor MK3 instead of GI one if both mods are installed.
4) Using alien modules to produce rocket control modules is really a bad idea for launching lots of rockets (especially with Beyond mod, where you need to launch many rockets to mine Titanium) - it forces you to hunt more aliens, revealing more map, and thus increasing map size and save/load time. I'd like to at least see an option to leave vanilla rocket part recipes.
5) Transmiter wireless electricity sounds weird. I guess it should be Wireless electricity transmitter.
Ideas:
1) I'd really like some long-range "sniper" turrets (both bullet and laser based) for attracting alien waves to scarcely placed turret fortresses.
2) "Laser beam turrets" mod option for heavy laser turrets would be nice too.
3) Third tier of bullet weapon - some kind of tandem gunpowder-gauss propelled assault rifle with x4 damage multiplyer and lower rate of fire compared to SMG, maybe with fusion reactor as an ingredient and HMG turret shooting sound - it would bring bullets back to endgame combat, while now they are hopelessly outperformed by flamer and combat shotgun.

9 years ago

Hello, thank you for your feedback
1) ok I'll take a look on that. Otherwise Heavy lase turret is supposed to shoot 1 shot per (about) 3 secs, unfortunately the game doesn't support proper option to do that with showing right specs of that turret (Right now the game shows the turret has 10 shots per sec which is wrong - turret is supposed to be heavy defense but not as only one turret. Should be pretty strong against behemoth level)
2) Ok in fact I prefer Thermosolar station - I'll take a look how big difference is there and how much you need to get the second tier of solar panels
3) maybe it's caused with same name in mods. I'm not sure if I'll be able to fix it but I will definitely try (is it this mod? http://bit.ly/2bsblrl )
4) I'm affraid this is different angle how we see the game eachother. I mean this change is supposed to prolong the basic game with first launch of rocket. In fact it has exactly that purpose to explore more land and hunt 'em down for their artifacts. hovewer if you start play on "hardest" diff you don't have a problem to farm it. In other words it's supposed to be dynamic challenge: the harder the game you set the easier hunt you get in the end.
5) Yeah thanks for suggestion, a text part has been done very quickly just for not showing "entity.thermal-station" and names like that

Ideas:
1) hmm sounds interesting. The problem is I think there's many ways how to clear an enemy (for example mini nuke do the thing - I know it doesnt have extra long range)
2) I'm not sure If I copy you
3) shouldn't be nanobot bullets enough? I mean you can engage easily big biter groups and quickly switch on rocket launcher. Personally I'm using rocket launcher (with explosive rockets mk2) when they get too close I finish them with SMG (and finish it with rocket launcher). Or you can dive and quickly destroy their spawners then run and kill. Or you can choose the way with turrets - heavy machine turret is built for that: more management more dmg - it's one of the deadliest thing in the game

alright thanks for your feedback and suggestion I'll take a look what you wrote and fix the bugs (let's hope I still will be capable of)

9 years ago

About Ideas:
1) Sniper turrets aren't meant to be offensive - they may even have extensively low damage andfire rate (like one shot per 3-5 seconds) and still fulfill their function - aggroing biters in a huge radius to attract them to a nest of other turrets with more DPS - this way you may guard borders of your territory with chains of turret-forts rather than one giant wall - as long as firing arcs of turrets interlock aliens would not get through.
2) There is this mod: https://mods.factorio.com/mods/Klonan/Laser_Beam_Turrets that chnages laser turret firing graphics and sound. I wondered could you add alternative firing graphics and sound to your HLTs to match it.
3) Bullets are meant to be good for when biters get close to your infrastructure, because all other weapons deal splash damage that destroys your stuff as well. Unfortunately even with nanobot bullets dealing with a swarm of 3-5 behemoths could be troublesome due to their hight armor.

9 years ago

1) I remember I was thinking about something similar but I figured that would be way too easy than I would like to. I want the game be still challenge, in fact I plan add somehow the variety of monsters because they are bit easier than I imagine. maybe new layer of biters and spitters. But right now I'm not going to do anything because I'm not in the right mood of creativity
2) The thing is HVL is supposed to be one have charge laser shot it has own gfx and sfx (I'm fine how it is. Sorry if it bothers you)
3) yeah behemots are only thread for you as a person. Try Heavy Laser turrets around your base (recommend 2 layers) or even Heavy machine gun turrets - these turrets have shorter range but they are extremly deadly if they get nanobot bullets

9 years ago

I don't think you should mix enemy modifications into your mod - there's already plenty that add challenge to aliens, like Misanthrope, Swarm or Better Enemies - I use the first two and it's quite challenging with all the powerful stuff your mod adds. GImprovements adds late game content, and does it well, and spreading focus to other things (that were already covered by other moders who get plenty of time to polish their creation) wouldn't add much (if any) value to this mod.

9 years ago
(updated 9 years ago)

alright it sounds reasonable especially It would cost much time to do stuff like this. By the way thank you for your suggestion of some mods :P I'll take a look on these mods

and BTW#2: I'm gonna try fix some of your reports but it takes little time because I would like to test the mod thoroughly (with playthrough) for better testing results.

9 years ago

Well, most things I complained about (except power armor issue) I already fixed myself in my copy of this mod, I just don't want to do it all over each time I download new version.

9 years ago

Mod got updated, bugs should be done, didn't try with another mods, as I said maybe later I'll take a look. You can find the changelog on forum (or in description here).
link: https://forums.factorio.com/viewtopic.php?f=93&t=21252

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