lovely_santa wrote: Mon May 18, 2020 1:27 pm
The idea behind the rework is not to alter existing recipes, but rather add early game variants to them. When you want to start with any crystals (usualy crystal splinters), you'll have to setup some farming (for pulp), fish (for fish water), puffers (for eggs) and biters (for crystals), which is quite a lot to take in all at once.
I think even with the early game improvements you are working on there's generally a distinct lack of incentive for starting any sort of module production at an early stage of the game. Angel's even compounds that IMO, because you can get efficiency improvements much easier by upgrading to better smelting recipes rather than going for low tier modules. And you need to upgrade/extend your ore sorting and smelting anyway to progress to the next science tiers, while modules don't really help you with progressing. At least with Bob's Electronics, Bob's Revamp mods enabled and Components/Tech Overhaul in Angel's Industries disabled (haven't played with the latter so far, so I don't know if it has any influence on this) the only module boards you will ever need to make for a rocket launch are 5 of each for a module lab and then 25 speed boards to research speed module 1 as a prerequisite for RCU. Unlike vanilla neither Utility Science nor RCU production need any sustained module production at all.
So once you
do get into modules in late game, you often want to skip the lower tiers and use better modules from the start, and you don't want just a few but many so that you can module/beacon whole production lines. So in essence most people will probably still run into having to set up basically all at once. Your changes intended for early game might help players only interested in going up to rocket launch over that late game speed bump of having to do at least some minimal module research, but I don't think it would really help with easing players wanting to continue post rocket gradually into full on crystal production.
So I think just making early module production easier isn't really that much of an improvement, the main issue IMO is that all three of fish, puffer and biter petting/breeding basically only exist to support module and beacon production. Yeah, in theory you can use puffer puffing to replace some petrochem stuff, but the yields are so low compared to the size of the setups that it's not really viable in most cases unless you are really strapped for oil and/or gas (with maybe the exception of hydrazine for rocket fuel, but that's late game again), especially considering that at least right now without a way to specifically breed one type of puffer over time you accumulate loads of the other puffer types.
Farming OTOH has much more other uses, for example for most of my current game before switching to nuclear power the base ran on self contained binafran farming based power plants, and another setup based on elendilomone farming is currently making enriched fuel for my trains. In both cases the setup wasn't much bigger than an oil/gas/coal based one would have been, and in some ways they were even simpler (and with fewer byproducts). So when I came to actually start crystal production, I was already familiar with the farming part of it.
As a side note about farming, I find all the temperate plants noticeably less useful to farm than the swamp or desert plants, because of the soil requirement where swamp and desert only need mud or sand that you can get directly from washing. It's not really difficult to make the soil, but it makes the builds significantly bigger than the swamp/desert counterparts, and even though you can make the cycle self contained by composting some of the farm output, you need some compost from somewhere else to start it.
So in essence I think to ease players more gradually into it at least fish and puffers should have some other uses besides module production.
Puffers are
almost there IMO, aside from a way to breed specific puffer types that you are already working on it probably just needs a boost to the puffing recipe outputs (and maybe some recipes for a few other gases by puffing different puffer types together?) to make them useful on their own. Personally I don't mind having to set up 20, 30, maybe 40 puffer refugiums (and the support machinery for them of course) to get a relatively decent output, but when I see that I'd need hundreds to meet my production goal where with petrochem I'd need maybe 20 buildings or so that immediately puts me off the plan (on that note, maybe also some higher tiers of the fish/puffer/biter related production buildings would help at least a little bit; farms have at least the temperate/swamp/desert upgrades available).
That leaves fish. Thinking about some historic industrial uses of fish maybe some way to extract something like fish oil from them that can then be turned into lubricant and other (liquid) oil related stuff? Somewhat similar to how you can process vegetable oil from farming. To differentiate it from vegetable oil you could make the outputs from fish oil leaning more towards base mineral oil, while vegetable oil keeps its higher proportion of fuel oil. Also, fish emulsion is an actual real life byproduct from extracting fish oil and is used (with some sulfuric acid added as a preservative) as an organic fertilizer, so having fertilizer as a byproduct could also be a thing to incentivise fish farming.
Thinking about it, the fish oil (and maybe fertilizer) thing combined with your low scale crystal production from polluted fish water could actually kill two birds with one stone. The oil/fertilizer production as something independent to incentivise players to get into fish farming relatively early independent of module production, and then when they look into what to do with the polluted fish water byproduct they get steered into early crystal/module production.
lovely_santa wrote: Mon May 18, 2020 1:27 pm
I also mentioned that there were some bugs in the alien bactera, as of now, this required perchloric acid, which is a bug. It is not meant to be locked behind chlorine processing 3 (blue science), but rather behind chlorine processing 1 (green science), with hydrochloric acid, which is the main ingredient in perchloric acid. This way alien bacteria should be easier to obtain, and more in line with the equivalent from farming as well.
Hydrochloric instead of perchloric acid makes it easier, but I still find the fish water -> spores -> bacteria route to complex (due to the calcium carbonate that's needed for nothing else) compared to doing mushredtato farming for both the bacteria and nutrient pulp. My view might be a bit skewed because I already had a central fertilizer production running when I started the crystal production so that I could just add a LTN train stop to bring in the fertilizer, however I'd say fertilizer has about the same complexity as calcium carbonate and it has much more other uses so it isn't just a one off single purpose build like the calcium carbonate.