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Factorio mod related feedback:

1) Looks like the pollution sink upgrade also buffs pollution generation or some other issue with them. (And sink also in prod. column with negative mag. at info panel)

I have anything positive except pollution which also good. Then buy buff and get negative seeds with relatvely same pollution ratio.

2) It's good to have some way to assign 0 or max machines like ctrl-click or additional buttons.

3) Pollution panel very awkward with sing at bottom. Maybe good to add resource type flag (dev not player) to invert color for warnings and order of generators/consumers to these type of resurces.

In current state it is feels a bit cumbersome and lack of features. But as Factorio mods player it's expected results.

Playing in mod mode, I expected full research tree with simplified mechanics to compensate lack of spatial features.

Other mods modes on queue to check.

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And just thoughts:

I tried something like your game myself. Based on Satisfactorio resource loop but incremental.

With main idea in diff. locations to mine diff. resources with limited space to upgrade and may be one-dimensional travel like SpaceAge platforms to fight mobs (auto fighter like based on amount of turrets) as obstacle to other locations. With req. to craft guns and ammo to protect logistics.

I meant it's feels cool if possible to upgrade some buildings keeping ratios, but it's mostly kills current gameplay.

But maybe if you like this idea with places, it's can be good as per location feature because main focus shifted to exploration and cross-location logistics. But I understand, it's far from current game idea.