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Beta testing on science and components mode - Firerazer's return

Open Firerazer opened this issue 3 years ago • 3 comments

This issue is a complitation of balancing remarks concerning pure angel recipes (without Exploration and Infinite ores) with components and science mode enabled. The list is a work in progress, and items might be added along my playthrough. I am aware that some points might be tackled by next update, then please ignore and tick the box directly. I do not have the skills/patience to check the commit history and find what have already been done :)


  • [ ] Angel crawler vehicule equipment image image image image -> Green tech recipe, that use red circuits and some iron/steel plates. Crawler do need any blocks/frames I would suggest to use at least the green circuits for a green tech, and adjust the plates with blocks/frames ?

image image image image image -> I am really surprised by the recipes for CAB equipment: this seems totally out of scope. At least, the CAB itself require some aluminium and orange circuits, but for a blue tech, even this seems not an appropriate cost given the benefit this vehicle give. I would suggest to review totally the equipment cost, and maybe also the CAB cost to reflect the blue science level.


  • [ ] Trains tiers (setup to 3): Tier 1 and 2 are both green tech, I would expect having a tier per science tier, there is no way the T1 train tier will even be used. Eventually, the T1 train is problematic as it use red science items while the train tech that allow rails is green science. I would suggest to remove the current T1 train recipe and shift T2 recipe to T1. Or move the rails tech into red science. image

  • [x] Plastic recipe: we are allowed to produce a plastic bar before even be able to produce what ever is needed for it? image

Same remark apply for rubber image

But not for resin :) the rech arrive after the bio process. I woiuld then expect either to change the recipe order so that bio process are before the petrochem, or assume that petrochem and bio way are equivalent after the resin part, and make sure that the XX bar tech is AFTER what is needed to create it


  • [x] Strand casting: I do not understand why we unlock coolant recipe for strand casting while we will not use any of the unlocked recipes for strand casting? image

This is even made clear on the tech tree for strand casting 2 image

Then, for me, this particular recipe is more a recipe that is linked to hydro plants tech tree than to smelting


  • [ ] Algea plants: the tier 2 of algea farms appears at red science. This tier need production blocks 3 to be crafted, while needing electronics and construction block 1. This recipe is totally absurd. More over, it unlocks lithia salt and sodium carbonate that are no way used for red science. I suggest to split the recipe in 2: algea II and carbon dioxyde in this red tech, and create a new one for salt and carbonate along with T2 farm with un updated recipe cost. image image

Same apply for T3 algea farm, that is green tech but require production blocks 4. image image


more to come later :)

Firerazer avatar Apr 27 '21 11:04 Firerazer

  • Ticking of the smelting/coolant note: The cooling is part of smelting (not water treatment), we did consolidate it to a common prerequisite, otherwise the tech tree is just alot messier, it's not the ideal solution, but it is used in the strand casting machine, and only used for recipes that can be made in the strand casting T2 (and higher), hence the common prerequisite.

  • Ticking of the plastic/rubber note: image

LovelySanta avatar Apr 27 '21 15:04 LovelySanta

Note to devs: do not change any component recipes until #115 is resolved...

LovelySanta avatar Apr 27 '21 15:04 LovelySanta

Agree with all of Firerazer's points.

spectreGIT avatar May 28 '21 10:05 spectreGIT