Biochamber changes

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Generallydonothing
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Biochamber changes

Post by Generallydonothing »

Biochambers are in a weird spot. They require the most setup compared to any other planet building while offering the least reward. Being 3 by 3 means they're limited to 12 beacons at most, requiring additional input/output slots along with a nutrient source, and for what? Alternative oil cracking, rocket fuel, and wood processing aren't worth these downsides. Oil is only scarce in the early game. Post beacons and a little bit of mining prod, it's not uncommon for a single patch to oversupply your entire base, which is about the same time you'd consider placing a few biochambers down. Rocket fuel isn't something you're often lacking on either with the prod research. It doesn't feel like the biolab is gleba's building either, it's more like a second stage of nauvis buildings that are unlocked through the gleba tech tree. Not being an assembling machine and the fact bioflux is the only real ingredient from gleba makes it feel disconnected.

Here's some ideas for increasing the usefulness of biochambers on other planets. There's some real shots in the dark here, so I've sorted this from most to least reasonable. I encourage others to post any ideas they might have.

Lubricant
Just the normal lubricant recipe. A lot of your heavy oil actually goes to lubricant so it's super weird to me that it's not offered in the biochamber.

Organic Bricks

An alternative brick recipe (I'd keep it at 2 stone per brick but you can cut it down to 1 if you're feeling spicy). Late game space age bases absolutely chew through stone patches. 2 belts of stacked purple science, fully prodded, requires 10 belts of stone. 2 stacked belts of military science requires 7 belts of stone. That's a lot of stone! An alt brick recipe would drastically reduce the required stone while making a lategame brick design less boring. The downside of this change would be electric furnaces having reduced value. I don't think that's a super big deal though, they're still important in aquilo and space science (can't quality molten iron), and I don't expect people to use biochambers on vulc.

I think walls might also be a good fit for the biochamber. The (actually) huge problem with that is the fact walls aren't good on gleba. If a wall recipe was in the biochamber it might send the wrong message that players should be using walls on gleba.

General military supplies

Full disclosure, I'm not sold on this myself, but you do a lot of fighting on gleba. Stuff like ammo (artillery included) and grenades would kinda fit the biochambers home planet. Grenades consume a boatload of coal, so it would be nice to have a 50% prod bonus on that. The military buildings/handheld weapons should probably stay to a regular assembler.

Inserters

Other planets primary exports can be crafted in their buildings (except for recyclers why can't we make those in emplants) to benefit from the innate prod bonus. However, stack inserters are limited to normal assemblers only. When playing through space age for the first time, I literally pulled up the biochamber ui and spent like 2 minutes looking for the stack inserter recipe before realizing it was normal assembler only. This would also make one of the most annoying quality grinds in space age, quality stack inserter upcycling, way less frustrating. plus you can rationalize the extra prod bonus being from putting little guys in the inserters and i just think that's kind of cute. This would provide an upgrade to green science as well, which would make the math a little easier.

Swap turbo belts with stack inserters

ok this one is totally out there. So stack inserters aren't really that great on gleba when you start out. You're rarely limited by belt throughput and it's mostly just trying to get things from point A to point B ASAP. Turbo belts aren't actually that great on vulc either. You're normally limited by the stone output from foundries while primarily working with fluids. Turbo belts are really good on gleba however! Getting things from point A to B quickly is really important and throughput of a belt is rarely a limiting factor on early gleba. Stack inserters are really good on vulc! They allow you to dramatically increase the number of tungsten going into your machines and increase the stone density of a belt. You already have good reason to ship lots of things out from vulc, and turbo belts would give people a reason to export a lot of goods from gleba. plus carbon fiber has the vibe of an item used in belts
Now it's probably way too late to actually do something like this (assuming that it would make the game better anyways), but it was an interesting thought I had.
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