Warptorio 2.0 (Space Age)


Build your base on a platform that warps from planet to planet and escape biters before they overwhelm you.

Overhaul
22 days ago
2.0
11.7K
Logistics Combat Enemies Environment Power

g Finished the Mod and I have thoughts

9 days ago

First, I want to thank Venca123 for the work that has gone into the mod, and pay respect to everyone's work that has gone into it.

I started playing it after seeing a video on it by some egg dude on Youtube and heavily enjoyed my experience with it. I played through the whole thing in single player and as such had the "retain recipe's between jumps"

I heavily enjoyed the feeling of upgrading the platform, wringing out more use of the new space using tricks and ideas that grew with the platform. I enjoyed the wave system that forces you off planets early. I liked the idea of having different type of planets to land on. I liked how space content was handled (the in-between jumps)

Overall it was very fun but I feel the need to document the problems I ran into for posterity and perhaps as datapoints for the developer

  1. I started the playthrough with a bunch of suggested mods from the mod page, in them were unique enemies for the different planets. I had to turn it off the Fulgora robots since they outranged all my turrets and just sniped my base down. Then I had a repeat experience where I teleported onto a planet with the "The neighbors have something to show you" modifier and had explosive biter nests spawn on my doorstep. They explode on destruction and would wipe out all my defences.

  2. It took me a while to learn what the "something from a different timeline has just appeared" meant, but the game made sure I knew what it was when it spawned it on top of my base, forcing a reload. I liked the alternative dimension platforms but sometimes they spawned too close to the platform, and the fact the turrets on it don't shoot biters was very annoying as I'd have to clear nests inside the platform.

  3. While playing the mod I got sick so I spent almost an entire day just grinding out the quality mechanic getting myself epic and legendary T3 quality and I'm almost certain that the quality effects aren't hitting correctly when making Quality Modules. I'd have 90% quality chance using beacons and still only 50% were uncommon or higher.

  4. At some point around this time, I open creative console and just game myself a bunch of higher quality tier 3 modules. Once that seal was broken, I would open creative very often when I felt that the game had "cheated" me so I will admit my view the rest of the mod is skewed

  5. I got myself a bunch of legendary machines so the last upgrades to the factory floor and the platform didn't actually get used.

  6. At a some platform upgrade the game start spawning demolishers. This forced me to save before every teleport since if I hit a ribbon world and would land on the edge, demolishers would spawn inside my base. This happened often enough that I would just load if I saw the ribbon world warning.

  7. Once I researched synthetic promethium the demolishers got so numerus I could no longer set up mining platforms without having to babysit the power poles. If I ever wanted to mine, I spent the entire time just sniping demolishers to keep them off the power poles and couldn't build or plan. This made me WISH that there was a warp container for power.

  8. The final wave was no harder then staying on a planet for the full hour you can at the end of the game.

All in all, it was an extremely enjoyable experience since I've never played any of the other Warptorio mods, and I do really enjoy the quality mechanic which I think this mod embraces. I stuck through the whole thing which is more than I can say about most overhaul mods.

Thank you for a great mod.

8 days ago

Thank you for the review. These reviews help me to shape the mod and know how people play it.

  1. You can go around the range issue with quality. I actually do like that sometimes you can lose parts of your ground floor for "stupid reasons".. To me it feels like "This developer just wanted to throw everything at me". So it was really nice to have review about this from someone else.
  2. Platform is supposed to work with biters and there was version at some time that spawned even more biters as well. For now that is removed, but this part for sure needs some love. It is something that should take you some time to discover and make second play-through that much more fun as it does reward exploration (which the mod is quite missing right now)
  3. It is still a lot better that max vanilla scaling and that was what I was going for (to make it easier and more impactful). Does not sound there was issue with that
  4. Mod is shaping more and more like something that "cheats you" in a few ways. I am now testing adding a bit of "story" that is basically just explanation of how dev is evil and you as a good engineer are trying to finish the mod anyway. I see quite a lot of people that do similar thing, so I am thinking about other ways as well to indicate that those things are part of the experience.
  5. Last upgrade is not required even on normal mode. Only time when I felt like I have to have it was on super hard difficulty
  6. They should always spawn outside of the range. I will look into it. But also I do feel like I need to spawn more of them
  7. There is fusion, heating towers and other ways how this can be solved. This is designed as one of the last moments where player needs to shake their approach
  8. I do have few extra tricks that I want to add to the final research. To make it a bit more fun

New response