Recepies for Editor Extentions

by Dial-up

generates 'legal' recipes for items from the Editor Extensions mod

Tweaks
6 months ago
1.1
297
Logistics Trains Combat Armor Logistic network Manufacturing Power Storage

i Tiny suggestions

6 months ago

First of all, love it. Thank you for making this.

Some tiny suggestions for balance:
Super electric pole has twice the reach which means 4 times reach the area. So might want to make it cost 4 or more big poles.
The modules are super powerful. Might want to increase the prices for the Super speed, efficiency, and clean ones.
Similar suggestion for increased cost for some of the armor equipment. Since the equipment isn't just more powerful, it is also more dense. Taking up a single inventory slot.

Please keep up the good work and have a good day.

6 months ago
(updated 6 months ago)

Thank you for the feedback, for me it means that it was not in vain that I tried a month of free time, while simultaneously being surprised by the hidden “surprises” of the mod api.

I myself don’t like the electric pole recipe a little, but I left it as is without thinking about the balance too much, maybe I’ll think about it later, at least fix it at this stage - fix one line.
Modules in general are a big pain, but knowing this, I specifically left in the settings the ability to change the “filling” of recipes for them, especially a clean module because its effect is not present in vanilla at all.
But with the armor, a good point, I completely forgot about this parameter, I should fix it, thank you.

6 months ago

I fixed some things, you can look at the changelog for 1.1.0 or the last picture in the gallery, the only thing is that I still haven’t touched the speed and efficiency modules

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