The Riftbreaker

The Riftbreaker

Gek's Little OP mod
Showing 11-20 of 21 entries
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Update: 28 Aug @ 5:36am

Fixed the issue with cryo station's range. It should be working now.

Update: 27 Aug @ 7:01pm

A small update at this time.

Increased outpost limits from 15 to 30.

I encourage you to explore more and literally take over maps. This mod actually contributes tremendous to it. Make use of em.

Update: 26 Aug @ 4:36pm

Changes according to feedbacks. Changes are up to my discretion though.

Reduced resource consumptions from all resource production buildings. Following pattern 0.8>0.6>0.4. On same coin, I also buffed productions a little at level 3s. Felt a bit underwhelming for me actually.
*Pst* I also did same thing to liquid pumps/extractors. They should take 80/60/40 consumption from whatever pools while still getting some Shaggy. XD
Oh, just to clarify, I didn't touch resource conversion buildings at this time.

Increased some resource production of buildings' cost to build according to my observations. I usually play with infinite resources so I'm just going off top of my head here. I still want you to have fun, but not too easy time, right? You got the powers.

Excluding bioresource synthesizer because well... come on dude. Work those booty and make da money! XD

Loot Collectors Drones/Range Increase. I increased upkeep cost. The cost of using power of Shaggy. >:)

Have fun!

Update: 25 Aug @ 5:51pm

As I play my mod, I do feel some SHAGGY'S EXTREME POWER MODE on the changes I've made.

It's kinda what I want. The only question is that is it too easy to build those powers? I'll say yes to that so I'm making some balance changes to resources required to build them.

I might add other resources just to make it a little challenging. :) Post some feedbacks in comments.

Changelog

-Shield Generators-
Forgot to mention that I reduced their cooldown interval for shield regeneration and buffed the regeneration rate. Also buffed radius range. They should feel powerful. (As they should! It's a f**king shield!)
Increased upkeep energy a bit. (60->100;120->250;320->500)
Increased resources required to build.

-Energy Walls/Gate-
I also forgot to mention that I did similar things to Energy Walls/Gate as Shield Generators above. Come on dude... It's energy. KAMEHAMEHAAAAA!

-AI Cores-
Buffed their AI numbers. Increased resources required to build a little and upped the energy upkeep tiny bit.

-Armory- (Impacts research_tree.rt file) **Watch out for your resource upkeep costs. They'll break your banks soon enough! Especially lvl 5!!!!**
I adjusted the building limits per tier. Should be less armory since they're already powerful.
Increased resources required to build and increased upkeep costs. (The armory have a surprise for you at lvl 5.)

-Communication Hubs/Alien Labs-
Doubled their requirements to build. Upped energy upkeep a little.
Their research speeds are multiplied by x10. (Forgot to mention this since beginning.)

As for resource/energy production buildings. Their requirements will be upped and nothing else.

-Megastructure changes-
Nanobot Centers have their AI counts buffed.
Quantum Cortex Laboratories have their speeds buffed.

-Bioresource Synthesizers-
I feel that they are indeed powerful, but pretty easy to obtain considering how powerful it is so I increased the cost to build and added some upkeeps.
They should be EXPENSIVE AND should take a while to build, but fun and easy challenge though. Go crazy with increasing your production!
*Hint hint: shield generators/energy walls/energy pylons on remote sites*

Work-in-progress list:
-Bioresource Synthesizer's research is unlocked by ONE of researches rather than all four that I would rather set requirement upon.
(I had intended it to require ALL FOUR research as required resource before unlocking, but it gets unlocked upon one. Working on learning how-to.)

Update: 23 Aug @ 7:16pm

Fixed the display names on Bioresource Synthesizer buildings.

Update: 23 Aug @ 5:28pm

Again fixed the research issue.

Fixed liquid decompressor's production rate.

Increase building limit on armory (It'll increase by 3 every researched armory level.) Essentially leading to infinite ammo.

Update: 23 Aug @ 2:51pm

Fixed issue with bioresource synthesizer research.

Update: 23 Aug @ 12:30pm

Fixed something in research for Bioresource Synthesizer

Update: 23 Aug @ 11:45am

Added a new building. Bioresource Synthesizer (It's a strong building that produces hazenite, ferdonite, rhodonite, and tanzanite resources) at high energy cost. Requires all 4 respectively resource handling research first.

Reduced pumps'/biocondensors' minimum radius from 20 to 2 (pump) and 3 (biocondensor)

Fixed radar placement issues.

Update: 23 Aug @ 9:06am

All RESOURCE PRODUCTIONS are buffed exponentially. x2 buffed production for lvl 1, x3 buffed for lvl 2, x4 buffed for lvl 3. (I multiplied the stats based on their levels)
This includes liquid pumps and extractors.

All ENERGY PRODUCTIONS are buffed exponentially as well. Same pattern as above.

Energy Connectors range is buffed up to 35 range.

Liquid Compressor/Decompressor is more or less at cheating modded. It will obtain 100 liquid, but will store internally as 1000 then output 100 compressed to 1000 uncompressed.
Basically, you turn 100 water into 1000 compressed water then liquid decompressor take 100 compressed and turn it to 1000 uncompressed water. As if you have x10000 resources for 100 price.

Towers are unchanged.

Radars are buffed exponentially following same pattern as above.

Repair towers are buffed with more radius and more drones.

Material/Ammo/Energy storage is buffed exponentially following x10/x20/x30

Ammo Production for both mechs/towers are buffed exponentially following x2/x3/x4

Probably missed something else, but enjoy.






-In progress-
Weapons (Extreme-level only) changes *Turning them into fun guns as in buffing certain stats as cluster, dmg splash, etc*