Technology request: Conservation

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Shadow_Man
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Technology request: Conservation

Post by Shadow_Man »

Add new late game technology: Conservation, which prevents Gleba science packs from spoiling.
Maybe with debuff, i.e. Recipe: 2x Agriculture science packs (Spoilable) -> 1x Agriculture science pack (Conservated).

And let Conservation will be available after Cryogenics.
Harven
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Add option to freeze Gleba items.

Post by Harven »

TL;DR
Having an ability to increase spoilage time by freezing the products.
What ?
I think it would be nice to have an option to improve Gleba factories by adding an option to increase spoilage time for products by simply freezing them. Given that we have access to very cold planet, we can use products from Aquilo to maybe "deep freeze" things.
Why ?
This could add additional step when we can optimize Gleba factories and scale them better by reducing the mistake margin, of course access to Aquilo is rather difficult so this should not break the first impressions of Gleba when player needs to think about spoilage.
Koub
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Re: Technology request: Conservation

Post by Koub »

[Koub] Merged into the existing thread with the same suggestion
Koub - Please consider English is not my native language.
VieuxConAigri
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Re: Technology request: Conservation

Post by VieuxConAigri »

I find a bit odd that for someone who can space travel, even to an ice planet, there is no concept of a refrigerator/ice box.

Mix a chest with some isolation to make a box that consumme ice (we already have ice, don't we ?) and reduce spoiling time by a factor (0.9 ; 0.8, improvable by reasearch, but not to much to not ruin the whole concept of spoilage)
Ron_Quiney
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Re: Technology request: Conservation

Post by Ron_Quiney »

I support this. It's baffling that there's a whole planet dedicated to cryo technology and yet no refrigeration to contain spoilage.
It could be a good addition to Aquilo's unlocks, since right now there's really only two useful ones: Fusion and Railguns.
Cryoplants are barely an upgrade as they don't provide 50% prod like other planet's buildings do. If they had a "Refrigerate" recipe that returns given item in a frozen state that would require unfreezing in another cryoplant later would justify lack of prod bonus and add another and much needed tech from Aquilo.
Sworn
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Re: Technology request: Conservation

Post by Sworn »

ya its weird, some sort of refrigerated storage would be nice, like refrigerated barrel or something that one can pack it inside and unpack when its needed.

At the same time, I think they just went with quality, since quality increase how long it takes to spoils, but doesn't prevent it from happening.
s6x
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Re: Technology request: Conservation

Post by s6x »

Ron_Quiney wrote: Tue Nov 19, 2024 4:12 pm If they had a "Refrigerate" recipe that returns given item in a frozen state that would require unfreezing in another cryoplant later would justify lack of prod bonus and add another and much needed tech from Aquilo.
I agree with you!

https://mods.factorio.com/mod/FrozenFood :mrgreen:
CyberCider
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Re: Technology request: Conservation

Post by CyberCider »

Well, maybe bioflux is very sensitive to low temperatures? And engineer only wants orangic all-natural science packs with no chemical preservatives? No need to judge him for having high standards :roll:
You guys, there is 0 realism in this game, you have to stop asking devs to add this and that just because “it makes sense”. All this change would do is make the gameplay more same-y. I think it’s really cool that we have this one oddball science pack in the middle of the game that behaves completely differently from the others. Don’t you? Well, if you don’t, you can turn down spoilage in the settings or install a mod.
erronius
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Re: Technology request: Conservation

Post by erronius »

I agree with the overall idea of refrigeration being a missing concept from the game. I think the idea of "freezing" science packs so that they don't spoil at all is interesting, though if this were possible it should only be possible for science packs AND it should definitely require some technology and resources, like pumping in coolant.

Overall it just feels like a big missing niche in the game. In particular I would really like to have a "freezer" storage for my ship that's going out to make Promethean research. If I pump coolant into this freezer it would reduce the rate at which the eggs spoil.

I'd also add that unfortunately Aquilo research options are very limited right now. In terms of recurring/infinite research you just have Rocket parts prod, which is great but it's only one thing. If something like a Refrigerator were added, then it could start with only adding a small boost (like it increases spoilage time by 50%) with technologies to increase this, or possibly techs to reduce the amount of coolant needed (or both). The idea would be that when you originally unlock this Freezer tech, it is very expensive but you can make it more affordable.

Edit: this could also add more incentives to build bigger and better on Aquilo. Right now I feel like once I get the science pack automated, there's nothing to do on this planet.
mako00
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Re: Technology request: Conservation

Post by mako00 »

I would vote for an infinite tech that extends spoil time for Gleba science packs. This makes Gleba science more productive without removing the challenge completely.

Given that there are so many productivity techs now, and cryo science doesn't have much use anyway (not a lot of reasons to improve railguns beyond a certain point), a science conservation tech would fit right in.

Also, this is really an endgame problem, when techs cost tens or hundreds of thousands of packs; and Gleba packs are the only ones you cannot stockpile.
Drundia
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Re: Technology request: Conservation

Post by Drundia »

We get Foundations on Aquilo to solve some special challenges on Vulcanus and Fulgora. Sounds right to get something to solve Gleba special challenge as well.
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