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
a month ago
2.0 - 2.1
13.4K
Logistics Combat Enemies Environment Power

g Thoughts and feedback after finishing

15 days ago

Hi, I finished this mod recently, and overall definitely enjoyed it.

tldr I enjoyed this mod, but also found it grindy through the midgame. I think what would take this to the next level are some re-tuning of enemies' spawn mechanics/evolution curves (asteroids), more mid/late game warp techs, and finding more opportunities for synergistic design for the player to discover.

I think the strongest design points were areas where I could take advantage of tech from multiple planets/platforms and combine them to get very synergistic output. The best of these was the garden platform by far, in fact the reason I decided to download and play this mod was because after watching a youtuber play it, I realized I could use the garden platform for water, plastic, even sulfuric acid (in my playthrough I used sulfuric acid barrels from the garden with acid neutralization on my main floor for "free" power through the midgame. This wasn't actually that powerful, but it was a unique combo that saved some space by avoiding heat exchangers etc). At points (especially early game) unlocking the next warp/platform tech was a transformation, ie crude was very hard to acquire for my plastic in early game, but the garden platform meant I could get all my plastic from there. These combinations of (for example) gleba's biosulfur + free garden water + vulcanus' acid neutralization are what make this mod exciting and feel fresh compared to normal gameplay.

Some features I think were more mixed, like the logistics challenges of moving between platforms and warp chest. Ultimately, a lot of these just reduce down to circuit controls to move from one container to another, once you've figured it out it's one constant combinator and one decider to manage (whether it's warp chest to provider chest, requester chest to sushi belt, warp to sushi, whatever). I think in the early game this was great, it added a small challenge to maximizing utility from the warp belts and the warp chest, but after that, there's no real growth. Additionally, while the warp chest was useful for miners on nauvis/fulgora to easily send back to my platform, the throughput is limited by the size (and 2 potential inserter sites being off limits right next to warp capacitor or whatever), and the number of inventory slots is quite small and stays small. So even in the lategame I would be manually fetching and stashing huge amounts of ores when on a planet I was mining from. I think there's probably several ways to increase lategame utility of some of the warp logistics (larger inventory, larger size, brand new warp mechanics), and it would help with the midgame slump/grind. In particular, I want to call out liquid mining with pumpjacks (really only on aquilo after early game, crude on nauvis is entirely replaced with free heavy oil on fulgora, and sulfuric acid on vulcanus should be unecessary with a good garden platform setup). This was a massive headache for several reasons (none of them interesting from a gameplay perspective). First, you have no warp mechanics for liquids, no warp tank or whatever to pipe lithium or fluorine into. You can't even barrel these and send them to the warp tank (vanilla barrels don't handle these fluids). I guess you could make lithium onsite, and warp that back, but without legendary materials good luck keeping up and producing enough to be worth it. Fluorine at least pumps very fast, as it works like the crude oil deposits with richness instead of finite fluid, so I only had to pump it twice iirc to get enough for entire playthrough. Lithium pumps slower, and you need way more of it. Second, on aquilo you need heat pipes, so yet another thing to setup, and heat the pipes all the way back to base, (once you get to aquilo your platform is likely so large that there's a greater chance you cover up any "starter" patches of whatever you happen to need). For further patches, I tried trains but it just left more to remove/leave behind when dealing with huge amounts of strafers. Third, this mod simply spawns an increasing number of enemies at 8 or so points, and several times the enemies would literally spawn right next to my lithium mining. On other planets, this spawm mechanic (as opposed to coming from existing bases etc) was hardly noticiable, other than the fact that biters from actual spawners seemed to be more upset by my mining outposts, while the wave spawned biters were laser focused on my platform. The combo of these three made aquilo a terrible planet, very annoying to get a trickle of lithium from. I think a lategame tech, perhaps even unlocked with some cryogenic science, to allow a train to warp from a mining outpost, or a warp pipe/tank, or reworking spawning could all make aquilo more tolerable. Overall I liked the mechanic of a past platform warping in, taking out the defenses, and getting some free stuff for it. Seemed to be all intermediate products, based on tech tree, I found it useful to do anytime that I wasn't overrun by biters or doing something else. Especially worthwhile on a Void planet. The gameplay to take out the defenses was definitely repetitive, and the reward, while good, was never super interesting though, and if it spawned right on or even inside my base that was an immediate reload. I think getting a single quality production building from this could incentivize players to really pursue these, and the random nature of these could lead to interesting factory design decisions (like a single quality beacon or foundry in the early mid game could have much of the base structured around it). Speaking of quality, quality/beacon overhauls made it easier (and worthwhile) to pursue quality despite very limited size, though the behavior at or past 100% quality didn't seem to be quite correct.

Finally, the most annoying part of the mod, and something that caused me to savescum in the early mid game was the asteroids. I agree with the mod author that losing small bits of the platform over time can be interesting and force refactoring, but I didn't rush missile turrets like I should have, and found myself staring down dozens of big asteroids I would shoot down myself with a rocket launcher for dozens of warps until I had the turrets, and had to figure out which ones would happen to break my platform through the walls and which ones wouldn't (seemed to be deterministic but only some would). And all of this is through an unskippable asteroid cutscene whenever you warp. By the time I got rocket turrets, huge asteroids started spawning. For some reason, these would simply take out a single wall, and completely disappear, while big asteroids would break up, and then take out some of the platform right after. I think this needs rebalancing, the scaling of asteroid type is way too aggressive (I should have researched rocket turrets earlier, but huge asteroids came in way way too early). Also, the asteroid behavior seemed inconsistent, sometimes just walls were enough and sometimes they weren't. I DID like getting resources from asteroids, especially since so much iron was consumed, and getting free calcite is great, though the way asteroid collection works is opaque and fairly uninteresting (increasing throughput is just more inserters + quality for a larger inventory). Finally, healing the platform with an infinite tech occasionally involved interesting decisions (ie don't need to heal before a platform upgrade, if you're healing make sure you can defend after), but once I got rocket turrets I just double walled off everything and stopped interacting with this mechanic at all. Huge asteroids would hit my platform, take out a wall, and there was nothing I could do for 100+ warps until I got railguns, but I didn't take any platform damage.

15 days ago

Thank you for playing this mod and I am glad that you had at least some fun. I am constantly trying to improve this mod and feedbacks like this help me figure out what to do next.

Here are few notes that I wanted to make based on your feedback:

"I think there's probably several ways to increase lategame utility of some of the warp logistics (larger inventory, larger size, brand new warp mechanics)"
- There are warp trains as a next step, but I am thinking about adding a bit more flavor to the mid game to make it more interesting and more imporantly to add few more things that can still be discovered

"First, you have no warp mechanics for liquids, no warp tank or whatever to pipe lithium or fluorine into"
- You do have trains for liquids (early game barrels) I wanted to use standard features as much as possible in a new way so I did not invent mod specific ways (those could be added via other mods for example artillery that can transport resources)

Hopefully when I finish implementing things in future updates mod will be interesting once again and we will be both able to look back at this review and and see if the new version is really better and by how much. Every time when I change second version in the version string (0.{this one}.0 for example 0.4.0) that should indicate that there is enough new content that it could be fun once again.

About the asteroids:
Sounds like you started on older version? There were some issues in past with how the asteroids were behaving, so hopefully this is now fixed

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