I'll definitely have to add more detail about the play style to the main post at some point, since I've put so much thought into it.jodokus31 wrote:I absolutely support this. Maybe you should add a short explanation to the mod description, what's the philosophy. So people dont think its a bug or balancing issue like i initially thought.
There's a lot of progression here, can be very confusing and overwhelming. All the more reason for more conceptual description. For instance, the burner age is supposed to be just increasing your technology to the point where you have the machines to do things the right way.jodokus31 wrote: Yeah, its really interesting. If it changes later, then its nice for me. I dont see the whole picture, only messing around in the early game without any clue, what will happen
4 coke per coal is only a factor of 2 buff. I don't know if you noticed but it is 2 coal for 1 coke (minus the smelting cost, which is 1 coke/charcoal and 4 coal in for 8 coke out) in the current version.jodokus31 wrote: If coke can be produced later without coal, then the problem is maybe not so severe. Add more coal to ore generation would definitly help. And 4 coke per coal is a also a huge buff.
Updated Fuel Progression -
So my mind came through and generated some more inspiration for the fuel/carbon progression:
- 1. bootstrap charcoal (very short compared to the whole game)
2. Early game to early-mid game: coke from coal
3. Late mid-game: recycle the carbon from coke used in smelting, because where coke goes in flue gas (purified to CO2) comes out. I will have to test and balance a lot to make sure this is practical, because I only just remembered that it existed. New coal/natural gas/oil mining only needed for making circuit parts, and a larger working inventory of carbon in your industrial cycle. Also maybe for some small things where I forgot to or couldn't make it possible to cycle the carbon.
4. Continue (re-)cycling carbon, can now extract more from the air instead of mining, if you want. This enables recycling the carbon fuel used in trains, since I don't have the ability to add electric trains. I really want those, but it turns out to be quite difficult, and many people are already working on it, so I'll leave the electric trains to other mods. Unless I can figure out how to do it, in the future.
- - Implement the 4x increase for coal, factor of 2 increase for richness and energy value. Unfortunately only a lot of play testing will determine if this is enough to get to the point where you can start cycling carbon. I have a hunch it will, but that could be wrong as easily as right
- Verify that coke cycling is practical and accessible enough
- Implement the solid fuel increases from above, at least for now, because my gut feeling approves. Mostly for the sake of trains, solid fuel is no good for electric furnace refining.
- Verify that wood can be replaced in a timely manner.