Read moreThere are a lot of good things about this mod but I'm not as enthusiastic as you are. Maybe it's a taste thing but there are a few design choices I dislike in the mod. (I'm playing with large ore patches since I wanted to finish the early game quickly, so I might not have the desired SE experience).
AII industries. The new recipes are interesting for about 5 minutes, then just annoying. And it forced me to play from the beginning rather than reusing some existing base. Apparently it's only suggested now though, not required. If I wanted a slower early game I wouldn't be playing space exploration.
Beacon overload. Maybe it's because I was playing with K2 which actually gives you larger assemblers and small beacons that fit inside the larger beacon's range, so it lends itself to heavily beaconed builds. SE departs the factorio beacon approach for no good reason. It's halfway interesting to design with that in mind at first, but after you have the wid...
Thank you for the long yet valid and constructive reply!
Some of your points I agree with, although the pluses still massively outweight them for me.
In general I'say K2 and SE are the polar opposites in many things. I did enjoy K2, but I find SE a lot better in design.
- AAI industries I'm not terribly attached to, and I agree that it's just extending the early game, moving you further away from the real stuff. I enjoyed having at least a couple things different from the start so I didn't mind much.
- Beacon overload I adore. Being able to retrofit beacons into existing spaghet is something I always wanted, and the wide area beacons allow for basically any build, which is fun as you design each thing differently, not the same 10 or 12 beacons around every machine.
- On some recipes the pipe connection is quite interesting, like the hypercoolers. That Factorio pipes treat the output-output connections of neighbouring buildings as same fluid s...
Read more