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
8) It forces players to explore dangerous, repetitive, or uninteresting worlds and dungeons to acquire the materials necessary just to progress in the mod, rather than being able to trade time or money to work around the parts of the game/mod they don't like. Vanilla is guilty of this, too, but Frackin Universe takes it to a whole new level.
6) It forces the player to learn and use certain FU gameplay mechanics even if they don't want to, and locks much of even *vanilla* behind this system. Being able to make something that was once readily available in vanilla requires building almost every Frackin Universe crafting station; it reduces the player's freedom.
4) It adds an extra layer of complexity and/or Guide Dang It to crafting, by requiring the player to know in advance which research unlocks which crafting tree and where on the crafting tree a piece of equipment you need now is.
1) It slows down the early game, when the game already isn't fun, and prolongs the period it takes to get genuinely interesting equipment.
2) It accomplishes its goal of decluttering the crafting menu, but only in the early game. By the time you unlock most of the research, your menu is just as cluttered as it ever was.