Bio Modules

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freakycheeseman
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Bio Modules

Post by freakycheeseman »

TL;DR
Gleba should produce a new "bio-module" which offers powerful benefits but decays over time.
What ?
A new type of module - "bio module" - would be added, produced on Gleba. The modules would have many benefits over existing modules:
  • improving multiple aspects (speed AND productivity AND efficiency AND quality)
  • offering greater numerical bonuses than normal modules
  • requiring a fraction the resources of normal modules
  • enabling effects not normally available thru beacons (productivity/quality).
  • giving productivity bonuses to non-intermediate processes
They might not do *all* of the above - what matters is that bio modules would be "super" modules, greatly improving whatever they're applied to.

These very powerful benefits would be balanced by a single huge negative - bio modules would spoil. The modules would disappear entirely when they spoil, making their benefits only temporary (but of course, robots would automatically replace them with fresh ones, if available.)

Bio modules would still require some non renewable (on Gleba, at least) resources, making it wasteful to let them decay unused.

Higher tier bio modules might even spoil faster than lower tier ones, making them a high-octane way to supercharge a particular industry.

Higher quality bio modules would spoil more slowly.
Why ?
Gleba needs unique selling point to put it on par with the game changing features of Vulcanus and Fulgora. The other planets respectively cover a lot of ground - liquid metals/lava/foundry and scrap/electromagnetic plants don't leave much room between them, so giving Gleba something in another dimension - modules rather than buildings - opens up new space.

The new module would naturally fit the pattern where at first it's of benefit only on its home planet, but over time you can bring it elsewhere. In the case of bio modules, this would happen organically - as you get faster ships, you become able to effectively use these modules elsewhere. Eventually you might also be able to produce them elsewhere directly, but always with spoilable raw materials from Gleba.

Similar to liquid metals and scrap recycling, this would not be a strict upgrade but rather something with pros and cons requiring new designs. Industries benefiting from bio modules would need to be kept supplied with fresh ones. Always-active machines might be worth keeping in constant supply, but inactive machines with decaying bio modules would be a waste. Ships might only benefit from bio modules if you're confident they will return on time to get fresh ones.

These modules would also be cheaper and easier to work with on Gleba, giving the planet a home turf advantage. Likely every industry on Gleba would be kept stocked with the best bio modules unlocked. This would help alleviate the problems of Gleba normal industry described in the latest FFF - you'd always be using the powerful bio modules from the agriculture side to enable and improve the "normal" side. The productivity bonuses unlocked by ubiquitous bio module usage would also help with the "realism" of getting industrial-scale metals from organic processes, as stacked productivity bonuses would mean Gleba could do a lot with a little.

Higher tier modules spoiling faster would keep that choices and dynamics going longer; Until the very late game, Bio Module 3's might only be usable on Gleba, making Gleban industry competitive.

High quality bio modules lasting longer (rather than giving better bonuses) would avoid having them be so good that they hit the hard ceilings, while still being very rewarding to make (in particular, they'd be much more viable for use on other planets.) It would also keep the other modules relevant even ignoring the spoilage of bio modules, as high-quality normal modules would give better bonuses (in their specific aspect) than bio modules.

CyberCider
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Re: Bio Modules

Post by CyberCider »

The idea has merit, but the post was made about a week too late

computeraddict
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Re: Bio Modules

Post by computeraddict »

Worst case this is probably doable with mods in 2.0

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