JackTheSpades wrote: Mon Jun 29, 2026 12:32 pm
macdjord wrote: Sun Jun 28, 2026 2:08 am
JackTheSpades wrote: Sat Jun 27, 2026 9:04 am
- Water consumption also isn't really a problem since you get ice as a byproduct of recycling anyway. So you will always have 5 times as much ice as you have holmium ore. The Holmium solution recipe needs 2 holmium ore and half an ice cube, leaving you with 9.5 ice = 190 water (without productivity modules).
Long term, for just producing science, that's true, but when I'm trying to expand my base, or producing EM plants or modules for export, water shortages have been a frequent problem for me. I don't generally use biochambers, but that's because I usually don't go to Gleba until I've got Vulcanus and Fulgora pretty much set up.
Maybe we aren't thinking of the same thing?
My understanding is that Holmium Solution would be optional to craft in Bio Chambers, not mandatory. You could still just use the Chemplant as before.
The whole idea is to use it in late game scenarios where you have everything unlocked and interplanetary supply routes established to keep them fed.
In my playthrough, I went to Fulgora first, so I made my Holmium Plates in an Assembler and after finishing Vulcanus, I replaced them with Foundries for better rates. Is there any reason this shouldn't be available as an option with Bio Chambers and Holmium Solution as well?
The section of my post you quoted had nothing to do with producing holmium solution from biochambers. In @ZCaliber's original post, he claimed biochambers are currently useless on Fulgora. I pointed out that they are no, because (among other things) they let you save water when doing oil cracking. You claimed that this did not make them useful because water is not the limiting factor in a Fulgora base. I countered that, while the math does say that, my
actual playing experience has involved dealing with water shortages on Fulgora fairly regularly, and the only reason I
don't use biochambers to save water is because I usually haven't unlocked them then.
JackTheSpades wrote: Mon Jun 29, 2026 12:32 pm
macdjord wrote: Sun Jun 28, 2026 2:08 am
Another issue to consider is thematics: oil (and oil products like solid and rocket fuel) are organic, so it makes sense that biochambers are able to produce them. Holmium solution, on the other hand, is by all appearances a completely non-organic substance produced from non-organic inputs, so it would be wildly out of theme for biochambers to be able to do it. (That's why I prefer the idea of giving them the plastic recipe, sulphur, and
maybe sulphuric acid or battery recipes. Plastic is clearly organic, and sulphur chemistry it at least feels plausible to use organic and biological processes for.)
First, factorio has always sacrificed realism for better gameplay mechanic because people would rather play a fun game than a realistic one. There are countless examples but just take the planets being 15,000 km apart as one. Why can one rocket deliver 1000 iron plates but only 100 magazines. Or how to belts work in zero gravity? Mods like Space Exploration forced you to make custom space belts which is more so tedious than "immersive".
It's not an issue of realism. It's a matter of
internal logic. The foundry is a big, clanking building with molds and crucibles, and it produces the sorts of things that
a player would expect a big, clanking building with molds and crucibles to make. Is it realistic? No! A facility for casting iron into plates would also conceivably be used to cast it into rods or gears, but will will have very little in common with one designed to cast copper! And you don't
cast copper wire in the first place; you make it by drawing solid copper through a die! Don't even get me started on using molten iron to make concrete. But absolutely none of that matters because it maintains the
internal logic that Factorio as a whole promotes, and thus works as one
intuitively expects it to.
Similarly, just as the foundry does 'molten metal' things, the EM plant does 'electricity and electronics' things, the cryo plant does 'temperature' things, and the biochamber does 'organic and biological' things.
JackTheSpades wrote: Mon Jun 29, 2026 12:32 pmSecond, I think the "theme" of Biochambers only crafting organic things is really keeping it from being useful.
Doing a courtesy google search, apparently anything with carbon is considered organic. Hency why oil, coal and plastic technically apply.
So I concede the point that it applies to the theme of only crafting organics. But considering that most of factorio outside of Gleba is using inorganic materials it just feels like a shame that it can only be used for oil cracking and rocket fuel.
Note that oil, coal, and plastic aren't just 'organic' by the technical definition of 'organic chemistry'. They're also things where using primarily biological processes makes
intuitive sense. One can easily imagine an article about how $BIG_OIL_COMPANY has invented a new process for cracking oil while releasing 23% less greenhouse gasses by using a tank of microbes which blah blah blah...
And, yes, the theme of biochambers being restricted to organics is rather limiting, but there's plenty of room for improvement without going outside that theme. Pretty much the whole of the oil processing production tree could be reasonably added to the biochamber.
JackTheSpades wrote: Mon Jun 29, 2026 12:32 pmI would be perfectly happy to also have things like Sulfur, Sulfuric Acid and maybe Ice-Meling available to handle water shortages. These aren't mutually exclusive options. Thought the first two are already available in the Cryogenic Plant with 8 productivity module slots (as are batteries) but I'm not sure what ties them thematically to "cryogenics" any more than holmium not being "organic".
Yes, I have to admit, the cryo plant's theming is a bit weak. Ice-melting is certainly appropriate - 'melting' is right there in the name - but batteries and sulphur are a stretch.