fredthedeadhead wrote: Sat Dec 21, 2024 1:01 pm
I think it's unusual if it's expected that players should open the tech tree to find out about gameplay mechanics. Usually the tech tree is only used for selecting the next tech, and not as a source of information for how to tackle planets.
The tech tree has always been a general guide as to what to do next (to win the game). Not literally a guide, it's not an objective list, or a mission list, but at some point you build the next something to get to the next something on the tech tree. And it's indented to point players in the right direction (and we're all new players the first time we land on Gleba)
But for new planets in SA, they placed the first few techs as trigger unlocks kinda to guide you to doing certain things, as a suggested objective list, that works automatically IF you are not researching something else at the time, and you pay attention to it. The _intent_ was for it to be a guide to the planet, and you'd take your hints from it because you cannot progress the reset of the tree until you do. Everything else on Gleba is locked behind:
First, it will tell you to mine a rock. Ding, blink blink blink - you click on it, and it tells you:
Second, go mine a different rock. Ok... Ding, etc...
<you now have iron and copper>
Thrid, go chop down a Jelly tree. Ok... Ding, etc...
Fourth, go chop down a Yumako tree. Ok... Ding, etc...
<you now have at least some wood, some stone, and Jellynuts and Yumako fruits that are going to spoil.
Fifth, go craft 10 Nutrients...
... Ok, Nutrients at this step only come from spoilage. If you've chopped anything down, you'll notice that spoilage comes free from most plant life. Chop a little more down. Craft 10 Nutrients, and Ding, at this point you're rewarded with Biochamber technology.
Now you can craft 500 nutrients for artificial soil, or work on making a Biochamber.
Making one biochamber is
required to open up the rest of the tech tree. And yes, while sitting around wondering what to do with that information, your first tree harvests will have spoiled in your inventory teaching you about spoilage. If you look at biochambers when unlocked, you'll notice they're amazing (+50% Prod). (And yes, you have to go snag a pentapod egg, You've been shown how to get iron and copper, so you can arm up as you see fit)
So by the time you get to start working on anything with a purpose, you've been guided through the basics of everything discussed here, and forced to explore a bit. You then scrape just enough together to get biochambers, handfeeding if necessary, so you can build a base and progress. It's /why/ the rest of Gleba is locked behind biochambers.
Even on a "bring nothing" run, you can start handcrafting biochambers in about 5 minutes if you want to (only requires a handcrafted furnace to smelt the plates - and then a heating tower only requires a handcrafted Assembler 2, and offshore pump)
That's the /intent/. That's the stick to poke new players along. It makes the assumption that either the player is going to be tech idle when they head for Gleba, or that the player is going to have something they want on Gleba (Ag Science), and checks the tech tree to see what is required to get there. But you're correct that it's not cohesive,
nor mandatory. If you've queued up infinite science before leaving <previous plant>, you may never see it. And it's spread across the tech tree, and two sections of Tips (Gleba, and Spoilage is it's own section).
And, if a player lands with the idea of building a factory first, with the goal of building a classic factory, starting with belts of iron, etc... Before doing those things, learning those lessons, it's going to be rough. Building up on Gleba without Biochambers is like trying to build a large base on Nauvis completely ignoring electricity, burners all the way - it can be done, but nobody is claiming it's fun.
I do believe an "objective list" might smooth this out for new players who don't notice the tech tree is trying to serve as a guide.
(Half of this post is directly a reply to your post that the tech tree isn't a guide through the game. The other half is pent up based on someone (And I don't know if it was you) stating that biochambers were "midgame" tech, and that the goal was to build a big base without them. I just loaded my pre-gleba save, landed with nothing but the armor on my back (and it is nice armor), sent nothing else down, let the tech tree lead me around, and had 17 biochambers in my pocket in 10 minutes...)