Adds dungeons, quests, an economy/trading system, scaling DPS boss fights, ability to level up items, new music for the title screen, and an extra tier for many things such as belts, modules, combat robots, nauvis ores (endgame), and more. Also divides the planets into hexagons, which contain resources, enemy bases, or profitable trades. Get rich by selling your production, buy hexagons, and plunder the powerful dungeons on every planet!
Large total conversion mods.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
New ways to deal with enemies, be it attack or defense.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Furnaces, assembling machines, production chains.
More than just chests.
What a wonderful mod. I had a blast playing it. I figured I'd drop in and share how my run went and my thoughts after playing.
I did default settings with qol mods. The super early game is a little jarring. I remember being annoyed at how the ore patch was mixed and the difficulty of expanding. But after I got over myself and I set up a red and green science I was enjoying myself. At this stage I was already sick of the mixed ore patches so I decided to set up an infinite ore loop. I remember at the start it was coin negative (or not coin positive enough to also sustain a 90spm base), but after a little of finagling I managed to generate iron/stone/copper to sell iron chests, stone furnaces and copper ore for coins. Then loop those back to generate more ore etc.
At this stage, the mod just became a infinite ore mod. I progressed all the way to space science with little interaction with the system (other then debugging my single coin loop). That isn't to say I didn't try. But every time I would look through the available trades I couldn't find a viable loop or method better than what I already had.
Once on fulgora, I got lucky with a iron ore (shipped on mass from nauvis) -> holmium -> coins recipe. Or I suppose, that's expected. Suddenly I was making gravity coins and all my work on Nauvis was basically chump change. I used that generator all the way to aquilo. Throughout this time, I completed quests and made a dedicated effort to level up my trades, but found the process tedious. And unrewarding (since I was still unable to find better loops than what I'd already found). I will mention that I somehow didn't do the productivity module upgrade for a long while so all I was getting was build distance or ammunition productivity.
Then aquilo. After the nonsense of jumpstarting the planet, I ventured out. Hoo, boy is aquilo unbalanced. Not only are trades massively overvalued (I tried importing solid fuel 100k at a time w/ 3 fast haulers which was good, but quickly found a cryo science to coins loop that blew that out of the water) but since there are so few items it is really easy to find 1 to 1 loops.
This is when the game sort of went off the rails. I randomly started moving with 2,000% movement speed. My bots had a cargo capacity of +17.8. Beacons were getting 300%+ bonus distribution efficiency. Trades went from 130% prod to 300+ in an hour or two. And I was mostly confused how it all happened. To be fair, it was late, but it took me a while to realize pressing the upgrade all trades button + all the the dungeons I was killing and using those hex cores had spiked all my numbers. It was trivial to get biolabs, beacons, and hex modules to red tier and set up a single biolab with 1.3e7% bonus speed. Couldn't feed the thing fast enough.
So yeah. Fun. I liked the dungeons, though was kinda sad they are all trivialized by a robust space fleet + artillery. The HV railgun is awesome. The red lightning is so freaking cool. So is the plague rocket, but the fact it doesn't kill buildings made me sad. I also don't really get the whole hex prism thing. The duplication ritual just seems like a whole lot of clicking to actually use the t1 cores. Thanks for making the mod. Below is some feedback.
All in all, I had fun though I think the mod sorta devolves into a strange infinite ore mod for much of its playtime. Dunno. Maybe I played it wrong. Thanks for making it.
Bugs:
1. Near the late game, I noticed I sometimes couldn't use the 'execute one trade' button with no coins in my inventory, but enough coins in my piggy bank. Seemed intermittent or at least I had trouble reproducing it. Taking the coins out of my piggy bank allowed me to trade the items.
2. Clicking buy max on the quantum bazaar with 300,000 extra inventory slots freezes the game indefinitely. It doesn't even crash. Just locks up.
3. After updating to 1.6.8, trades don't work. Train trades function fine. Quantum bazaar works fine. But coins placed in hexes don't enact the trade. It seems to only affect generators and sinks? Other trades work fine. (Edit: its consistent. Some hexes work, others don't)
After some looking, I found that there are some trades that are working in my save. Exiting and reloading doesn't fix it.
Also, upgrading a hex's quality breaks wire connections
Also, upgrading a hex's quality breaks wire connections
Many of your balancing concerns are solved by one mod setting, "Base Trade Efficiency" (BTE). The default value of this setting is a midpoint between what people get hooked on (BTE = 1.0) and where the game is actually balanced (BTE = 0.4 or lower). What BTE does is it reduces the return value from trades. For example, BTE = 1 means trades preserve 1:1 value from input to output, and BTE = 0.4 means it's a 60% loss of value, etc. Naturally, the consequence of this is that BTE = 1 means that the first trade productivity upgrade enables infinite item generation via trading loops. With BTE = 0.4, a trade productivity of at least 150% is needed to produce infinite items (so you don't get there until way later in the game, and even then, the rate at which items are generated for free is significantly reduced).
That said, I'll address your bullet points:
The logistic request idea seems good. I can eventually get around to implementing this.
The coins in trades are displayed as one lower tier of what normally would make sense. For example, a trade containing 22 gravity coins in a slot would instead be shown as 22x100k hex coins, even though it might simply make more sense to show it as 22 gravity coins. I forget exactly what the threshold was where it goes up to the next tier, but I think it's 1000. So 1000 gravity coins is shown as actually 1000 gravity coins instead of 1000x100k hex coins, but 999 gravity coins is 999x100k hex coins. I should probably just lower that threshold down to 10 so that 9 gravity coins show as hex coins but 10 gravity coins show as gravity coins.
The idea I've had from the very beginning of this mod (almost two years ago) is that you play Factorio normally, but trades here and there give you options to make more out of what might be useless to you. For example, you're ready to go to space, but you have this massive stockpile of roboports that you don't know where to put anymore. You can sell that stockpile for tons and tons of coins, even if it's at a 60% loss or whatever, and what you do with the coins is completely up to you. Or maybe you turn them into a handful of asteroid collectors at a nice quality. Depends on your trades, and that RNG can be very fun if you approach it from that perspective. But why isn't this the default gameplay loop of the mod in its current state? It's because somewhere along the development of Gridtorio and Hextorio, the community got very strongly attracted to the cheaty way to play the game (that is, with BTE close to 1 so that infinite items are possible), which makes sense because cheat mods are extremely popular (don't know why, but they are). I try to give what the players want. The more popular way to want to play the game is with infinite loops. Although, I'm convinced that if they were to just try the game with BTE = 0.4 from the very start, they'd know no difference and still enjoy the mod.
I've had a Quantum Bazaar feature planned for months, where you can click one button to quick-restock all of your missing personal logistics requests using coins. Just haven't gotten to it yet.
This is due to the fact that almost all item buffs have exponential growth curves. I tried to make it be balanced under a certain amount of coin budget for upgrading, where once you have 1 to 10 hexaprism coins for upgrading all item buffs, that brings you to a good set of buffs that aren't so OP that they're unusable but are still quite amazing in comparison to what vanilla ever gives you. My oversight was in the balancing of coin acquisition potential, whether through strongboxes, trading loops, or the simple production-based selling of items. Two solutions exist for this balancing issue, where the former is more robust / resistant to exploits: Change all item buff growth curves from exponential to linear, or further balance coin acquisition potential.
Strongboxes are very good when BTE is low, like around 0.5 or 0.4.
(This is a repeatedly reported concern.) Using that button on the right to select an item was the originally intended search feature. But I had no idea it wasn't obvious to others that it was the search function.
The fastest way to level up from silver to gold stars is to rank up items from all planets to silver stars such that they show up on Gleba or Nauvis so that all items are easy to rank up. Using eggs is the first obvious way to do it, but using the unique bonus of silver-ranked items, it's quite an elegant way to make silver ranks uniquely useful (IMHO).
Aquilo's item values are massively unbalanced, not because I wanted them to be but because my solver isn't perfect. I've been trying to make a good item value solver since the beginning of Gridtorio (again, that's almost two years ago). This is not as easy as it sounds. I've made several devlog posts about the advancements in the item value solver, and these improvements have been great, but it still can't handle the sheer complexity of Aquilo's production chains as they depend heavily on interplanetary shipments.
With a low enough BTE, exploiting such a fast trading speed can only mean that your factory has been scaled large enough to support it.
This mod is fundamentally an extension of vanilla gameplay. Making the planets linearly sequenced (where the player no longer has a choice for which planet to visit first) takes away one of the best features of vanilla Space Age (IMHO). I've balanced quest rewards on these inner planets such that they complement each other in a similar way to what Space Age does. For example, epic quality from Gleba massively helps your other planets, especially where you're quality farming (Vulcanus or Fulgora typically, if not in space). In parallel, Gleba's piggy bank feature from this mod pairs very nicely with Vulcanus' cross-surface teleportation upgrade, finally allowing you to teleport coins easily. Keeping the mod centered around vanilla in this way is important to me.
I really appreciate your thoughtful, thorough, elaborate feedback. You mentioned real issues and provided valuable insights, and the discussion is important for improving the mod all around.
Regarding your recent trading bug, it is fixed in 1.6.9 now.
Regarding the wire disconnection upon quality upgrade, I'd have to look into how to perfectly reconstruct wire connections for the upgraded entities. This happens because there's no way to "upgrade" the quality of an entity without replacing it with a whole new entity altogether, which means the original hex core must be deleted (breaking connections) and immediately replaced. Yes, I did have to make it carry over inventory contents when I implemented it.