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The idea was to make them super late-game power and resources sink, to give player additional end-game goal. Cycle 500 sounds about correct, maybe even later. That's why they are so expensive, and the effects are super OP to make them worth pursuing. But I don't claim they are perfectly balanced and probably more changes will be made to them
Upgrades not being applied is a real problem, I wasn't aware of it, thanks for reporting, I will need to investigate it. Same goes with infection threshold, at max level it should be really easy to catch the bots, not sure what's wrong there.
Transport of the bots was another thing I was considering at one point, thanks for reminding me of that, I should probably go back to this idea.
I could tweak some values, rebalance some things and post beta .zip file here for you for testing, would you like help me like that? (Ofc anyone else is more than welcome to the discussion)
Once again, thanks for the post, balancing the Nanobots is the most difficult part of the mod so far and any feedback is really, really helpful!
For the price of the upgrades, in order to make them more fair, I have two ideas in mind.
The first one would be that the overall price is lowered, but remains the same no matter the level of it.
The second would be that the prices are cheap on early levels, but would become more and more expensive depending on how high the level is, for example, an upgrade from lvl 0 to 1 would require something like 500kg of each material, while going from lvl 1 to 2 would instead require 750kg, and it gets higher and higher on each level.
On the other hand however, I don't think that OnI supports crafts that changes themselves during gameplay, which makes me believe that having such a feature would be hell to code in, although I'm no coder, so I'm only guessing at this point.
But if you manage to make a crafting system that updates itself based on how many times each are applied, that would offer a lot of potential not just for this mod in itself, but for other mods as well.
The upgrades do apply when you check the stats of the nanobots from the germs UI, but they have no effects at all. Only those who affect duplicant stats (like breath, stress, attributes, health, calories, etc...) actually work as intended. All of the other upgrades simply have no effect. The Insulation Coating does change what's written on the nanobots' UI, but it doesn't actually increase their tolerance to extreme temperatures. The stats that are written down do change, but the actual stats don't.
I could help you beta-test your mod, since you are asking. Just a warning though, I may not always be available because I am already a spriter for a Terraria mod, plus I commit myself to learn at the driving school every day from 16:00 to 17:00 (french hour) except Saturday and Sunday.
In the case that I am however, let me know if you want my Discord ID, or if you want to talk through whatever social platform you'd like, and we'll be able to discuss the mod in further details.
It focuses on Nanobots' balance. Please try it out and let me know how do they feel now. Ofc, please alarm me if something goes terribly wrong and crashes your game.
Changes in this version:
-reduced Medical Nanobots healing and breathing boosts
-increased Nanobots pressure resistane and minimal population - should die slower now
-Nanobot swarm recipe is cheaper, but spawns less germs
-Nanobots update recipes are now cheaper, but the cost grow with each upgrade in given category
-Nanobots update recipes are now removed once reaching maximum level
-added new recipe for Nanobot Pack. It requires additional 1kg of Oxygen and can be disposed in Gas Bottle Emptiers
-fixed Nanobots effect duration upgrade not applying correctly
-fixed an issue causing germ updates not to apply until game reload (affecting Nanobots and Mutating Virus)
The Nanobot Pack works like a charm, the nanobots get transported to the gas bottle emptier just fine, and dupes who pick up the item are covered in nanobots, which is a win-win in my books.
The nanobot recipes that updates on each craft works perfectly, and the crafting requirements are indeed lower on the first 4 levels...though I can't help but mention that the total amount required to reach lvl 15 from zero is even higher than before.
Before it was 10,000 x 15 = 150,000 kilos. Multiply this value by the 12 types of upgrades available, and you get 1,800,000 kilos.
Now, it starts at 2,000 and increases in increments of 2,000.
2 + 4 + 6 + 8 + 10 + 12 + 14 + 16 + 18 + 20 + 22 + 24 + 26 + 28 + 30 x 1000 = 240,000 kilos
240,000 x 12 = 2,880,000 kilos...yikes
Exposition threshold is still an issue however, they still have trouble giving the buff to passing dupes at max level. Also, I've ran into a crash whenever I'd reach the max level for the attribute increase, which means I can only allow dupes to get up to +14 to their stats.
I don't get the crash with lvl 15 of Attribute Increase, could you share Player.log after that happened?
As for the cost - it should equalize with non-beta cost around lvl 10 of each upgrade. At this point, Nanobots grant you so much bonuses that everything else feels like overkill. I didn't want to make the upgrades to reach 100% too soon - at this point in the game, there is little to do anyway, so let's give player something big they can aim for. First upgrades are cheap enough so you could tailor something impactful without insane investments, and after that it's up to you
I'll try to replicate the issue tomorrow when I have the time, and figure out how I can share the log to you.
That left me rather confused.