this post was submitted on 27 Sep 2023
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Factorio
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Dreaming of transport belts
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I really liked it, but I started to get overwhelmed by the complexity of some of the space science. Now I don't know that I could get back into my existing save without spending hours trying to figure out wtf was going on, and the thought of going through all the early game again without changing something is also not super appealing.
I have been considering a K2/SE run, since I think that will change it enough to make it a bit fresher, and I've heard that despite K2 extending the early game, it makes some of the later SE things a bit more manageable. Can't remember the details of how, though. Was from a reddit post a year or so ago.
Me too! I'm not using space yet, but grabbed a few mods. A popular weapons (war?) mod adds too many options, but by far the worst is the AI aircraft mod. I turned off most of the vehicles, but I'm now dependant on AI aircraft for resupplying remote bases. Thing is, that's all I want from that mod; napalming biter nests was fun for a while, but in the end, it's just a muddle of extra aircraft recipes I don't use. I'm going to have to go through a serious cull here.
To OP's point, the jetpack mod is priceless; it should be in the base game. I'm also fond of the ships, and like the mechanics - it's simple, clean, and consistent with the base rails. The advanced armor is also indispensible for the extra slots, and also a natural extension to the base game.
The whole AI extension, and associated vehicles, is clever, but feels like a wierd different mechanic I find jarring.
Anyhoo, I've gone way off-topic. But it's making me realize that I think I'm going to have to go through a cull ofy mods; some just don't add enough "fun" for the additional complexity they bring, which I think is what you were saying. I'm happier with mods with more modest goals, like the jetpack.
Maybe it'll be fresher, but by adding k2 you'll really just make the earlier game the same complexity as the bit that lost you last time.
Heh, you're probably right. I've gotten back into my exotic industries run for now, so I'll put SE plans back on hold.
Apparently K2 mixes well with 248k, so that might be an option for more complexity without the extreme space science grind or multi surface complexity of SE.
Edit: Apparently exotic industries is the sort of spiritual successor to 248k, but with more good stuff, even made by the same author(s). So I'll definitely go back to progressing with that mod. I'm in the electricity age, so it should really ramping up complexity soon.
I burned out of EI trying to find those bloody flowers. But it was great up to that point, as was 248k