Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This mod does do a good job of tackling a lot of the balance issues with the mod either way (I really like the extra research paths it adds.) I'm just sick of never having hyperweave for anything, considering how power armor also requires it, and if I'm not alert and remember to modify any tailoring bills I make, my colonists will waste all of it making t-shirts. :(
I can understand the hyperweave costs for enhanced bionics, but for more basic ones it more just walls them off. The solution to get said materials basically becomes 'wait' and, when it's waiting on random events instead of actually progressing, it gets to be significantly less fun.
If you feel that plasteel isn't enough high-end cost for parts, one other option might be instead of using rare textiles would be a custom, new textile that can be crafted with this addon, using other rare (but not impossible to find or glitterworld-tech) materials. This would act as an intermediate material for basic bionics.