Main goals:
- Complex, but not too much
- Every playthrough is different
- New logistic challenges
- In research, more emphasis on discovery
HOW?
3 different kinds of each type of ore (fuel, structure, mechanics, electronics). Only one kind from each type will be available in a given world.
The mod will contain three different material processing methods, 3 different logistics trees, 3 different power production methods..., each tied to the ore you got.
Each combination of processes, machines, transportation methods... will contain some unique challenges and will lead to unique designs.
In the late game, there would be a way to acquire one or even both remaining kinds of ore for each type. The two or three types should combine in a complex way to gain access to more power.
CONTRIBUTORS WELCOME
pneumatic pipes
finish up early game
lock settings
reorder stuff
hide ugly items
heat generator via composite entities
thermoelectric generator via composite entities
change default keybinds
make proper lang system
rebalance power generation
MID GAME
LATE GAME
combat
descriptions (techs and items)
rethink tech ?
redo icons
balance
tips and tricks
mod metadata
remove relic techs (data.remove.recipes)
hide unused items
colorblindness
space exploration
errors ("smelting")
consistent letter size in lang
Dr_pepper - inserter configuration
notnotmelon - thrower inserters