FortressCraft Evolved

FortressCraft Evolved

Thawed Factory
 This topic has been pinned, so it's probably important
Timeslice  [developer] 7 Sep, 2016 @ 3:15am
Thawed Factory Plans, Feedback, and Contributions
There are alot of changes I have in mind for this, but it will all need to be taken rather slowly as it would be really easy to swing it all the way around to too easy. In the end, this first release may (or may not) be the only balance change made to Frozen Factory.

I would like to get the Mk1 Trencher changed to 10% efficient rather than 5%. It's a bit silly that the HRG is over three times more efficient than the trencher. However, this would require a plug-in so I'll probably have to get someone else to make that change.

Some other changes I have in mind, which are more thematic than balance oriented, are converting the FF research to using chromium and molybdenum research pods (with little to no change in resource cost), and changing the trencher research to costing the particle you need to craft it, rather than having them all cost freezon.

I also think it would be great to improve the handbook entries for Frozen Factory; fixing typos/grammar, as well as adding in more information. Try comparing the handbook entries for the basic extractor and basic motor to the entries for the trencher motor and drill, or the ore smelter and forced induction to the blast furnace and continuous casting basin. The quality of the handbook entries is dramatically lower in FF than it is in vanilla FCE.

All of this means that playtesting, feedback, and contributions will be necessary. Please add me on steam if you would like to contribute content to this mod.
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Timeslice  [developer] 7 Sep, 2016 @ 3:19am 
On a different note, once we get Thawed Factory to a pacing that feels right, it will likely turn out that the cryoplasm will need to be made more aggressive. In normal FF I currently find it to hardly be a threat. In Thawed Factory it may be even worse, depending on what it is that actually triggers attacks. I don't know how much of the cryo bahavior can be changed, but it will have to be done in a plug-in. We may have to ask the developers to make changes/additions to the API as well.
Last edited by Timeslice; 7 Sep, 2016 @ 3:20am
BeanSlinger419 9 Sep, 2016 @ 4:23pm 
Originally posted by Timeslice:
On a different note, once we get Thawed Factory to a pacing that feels right, it will likely turn out that the cryoplasm will need to be made more aggressive. In normal FF I currently find it to hardly be a threat. In Thawed Factory it may be even worse, depending on what it is that actually triggers attacks. I don't know how much of the cryo bahavior can be changed, but it will have to be done in a plug-in. We may have to ask the developers to make changes/additions to the API as well.
for the dangerous cryo-plasm why not add like teirs of cryo-bombers just 2 teirs as well. teir 1 (normal) teir 2 (added) T1 bomber is just the normal cryo-bomber the T2 cryo-bomber can detect cryo-plasm under it as well but for 10m down
Last edited by BeanSlinger419; 11 Sep, 2016 @ 7:51pm
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