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I'm sure you can find something to keep your stones from catching fire though :)
I made a discussion so we don't clog up the comments section.
Let me see if I understand: You're arguing that making conduits non-flammable breaks game balance because it's supposed to be easy for raiders to destroy large portions of a colony's conduits. And you argue that players need more of a challenge with conduits than merely having to remember to make redundant connections.
However, from your first paragraph, it also sounds like you're arguing that even using this mod breaks game balance for a similar reason - because having easy, early-game access to a fire-proof base (i.e., Steel) is rather cheesy as it allows players to easily remove the threat of fire even in early game. Is that about right?
I agree that mods like Metal Doesn't Burn and Conduits Don't Burn make an aspect of the game (risk of fire) easier. However, players can choose to install or not install them per their playstyle. Mods exist so we can play the game our way rather than as Tynan intended. Anyway, we can still increase difficulty through other means, such as through difficulty settings like Threat scale or by installing other mods like VFE - Mechanoids.
But... Since making metals fire-proof "cheapens" a part of the game, and making conduits fire-proof "cheapens" another part of the game, then what's the harm of combining them into a single mod? If there was only one mod which made metal fire-proof, then I'd understand the reluctance to combine it with Conduits Don't Burn. However, there are at least 3 different mods like that, yet not even one of them makes conduits fire-proof. It's confusing and redundant to have all three functionally indistinguishable, yet with different names.
As for game balance concerns vs. "doesn't make sense for armor not to cover the hands/fingers": There are several mods which address this. Some of them add gloves (and boots) to cover hands/fingers (or feet). While others modify vanilla armor or even modded armor so they cover hands and feet with protection.
Personally, I don't feel like I need an extra reason to replace the limbs of my colonists with prosthetics. There even exists a mod which allows pawns with prosthetic limbs to wear apparel over them - even gloves and boots - as if they were flesh.
Again... It all comes down to playstyle. One can argue that using such mods just upsets Tynan's intended game balance. But there are many players who have excellent arguments against certain vanilla game balance decisions. And some of us find certain aspects - like Steel catching fire - to be both unrealistic and not-fun. Many of us find fun in different ways or different aspects of gameplay. And that's okay.
Conduits are flammable so raiders can destroy multiple without having to waste time individually destroying each one and means your power isn't safe just because you made redundant connections.
It's similar to how it doesn't make sense for armor not to cover the hands/fingers/feet/toes until you consider the balance fact that bionic limbs don't have any, which prevents you from having to constantly make replacement parts and allows natural limbs to be permanently impaired with less damage than it takes to destroy a bionic limb.
Still, I don't understand why steel-made conduits aren't included along with the metal walls, doors and other things fireproofed in any of the several mods like this. I even discovered a 3rd mod, also updated for 1.3, which does what this mod does.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599188654