Fish Breeding Productivity Research
Posted: Mon Nov 25, 2024 1:30 am
TL;DR
Add a productivity research for Fish Breeding.What?
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1000*2^n
2000, 4000, 8000, 16000...
Why?
Fish Breeding was doubtless implemented because Space science could no longer be used to make fish, but unless you're doing some zany challenge run where you don't use shields, the only real use for it is making A La Creme easier. Granted, it makes it significantly easier, but it's still it's own little closed-off ecosystem.I mean I guess if you wanted to make an army of 2000 spidertrons and undo all the devs' hard work in FFF#425 then you can do that but for those of us that don't have a 9800X3D it's hard to find a use case as-is.
To address the elephant in the room, yes, this would allow for a self-sustaining loop, which would in turn make it possible to farm endless Legendary fish. However, I feel this implements the concept in a way compatible with the existing game logic for such methodology.
"What existing game logic?" I hear you cry. Well, it is true that you can't get an infinite supply of iron by tossing the same few iron plates back and forth. However, for the low-low price of 5 540 977 Metallurgic science (and Automation, Logistics, Chemical, and Production), and/or 5 540 977 Electromagnetic science (and Automation, Logistics, Chemical, and Production (and the free sulfuric acid on Vulcanus)), you can already achieve 100% Legendary output of most materials with a steady supply of Common-grade inputs, and the main concern with productivity on Fish Breeding isn't so much making unlimited fish, but unlimited Legendary fish.
This is why Productivity modules are disabled for the recipe. They would make it absolutely trivial to produce infinite fresh fish with very little game progression. All you would need is two Biochambers and Productivity module 2's or Uncommon-grade Productivity module 1's. Yes, it's that easy.
Fish Breeding productivity applies to the full output, not just the products over the catalyst; this is probably because they're considered fresh/new products and have their spoilage% reset, whereas for something like Kovarex, only the +1 u235 is considered "new".
This means that only +66.7% productivity (plus a little more to keep the Biochambers fed with nutrients) is needed for an infinite loop.
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2 Fish -> (3*1.667)-2 = 5-2 = 3 Fish
3 Fish -> (3*20*1.667)-100 = (5*20)-100 = 0 Nutrients
Biochambers have a natural +50% productivity, so that only leaves +16.7% to make with modules, and 4 Prod1's are +16%...
So my suggestion is to mirror the existing possibility.
Max productivity on an Assembler making Low Density Structure (+200% Low Density Structure productivity research, +4*25% Legendary Productivity 3 = +300%) -> Recycler with quality modules -> Item quality sorter -> back to the Assembler again
Max productivity on a Biochamber making Fish, with heavy Fish Breeding productivity research investment -> sorter targeting the first Biochamber, a second Biochamber making Nutrients from Fish (no productivity research or modules needed), and any spare Fish as the loop output.
If the extra productivity bonus is only on the breeding part and not the nutrients part, the new magic number for productivity is +77.7%.
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2 Fish -> (3*16/9)-2 = (3*16-18)/9 = (48-18)/9 = 30/9 = 10/3 Fish
10/3 Fish -> ((10/3)*20*1.5)-100 = (10*20*1.5)/3-100 = 300/3-100 = 100-100 = 0 Nutrients
At that point, having a new paradigm become available is justifiable imo.
So what recipes does unlimited Legendary fish affect?
- Legendary Spidertrons are easier to make, but that's only a small part of the cost...
- Legendary Nutrients
- (which is used in) Legendary Pentapod Egg
- (or else turns into) Legendary Spoilage
- (which can be made into) Legendary Carbon
- They take longer to spoil as fuel
- Legendary Biochamber, combined with other Legendary ingredients
- Legendary Pentapod Eggs are also used in the Biochamber, and also in Agricultural science, but Legendary Bioflux is only slightly affected, so only part of the recipe is easier
- Legendary Biochamber is easier to make, only needing Legendary Iron Plates, Electronic Circuits, and Landfill (and the Nutrients)
- Legendary Agricultural science is easier, but Legendary Bioflux is only mildly helped out here
- Legendary Efficiency Module 3, if you can already make Legendary Efficiency Module 2's, and Advanced Circuits and Processing Units
- Legendary Agricultural Tower, similar to the Legendary Biochamber
- Legendary Sulfur, if you have Legendary Bioflux figured out, which like I said this barely affects
- Legendary Carbon
- Legendary Carbon Fiber, but considering how difficult Legendary Yumako Mash is to make, this is the easy part.
- Legendary Coal Synthesis, if you can get Legendary Sulfur
- Legendary Space science doesn't count because Space science is already relatively easy to produce in massive quantities and would really just be a flex.
- Legendary Tungsten Carbide doesn't count either because producing sufficient Legendary Tungsten Ore is only possible with Quality Recyclers which could be used to produce Legendary Carbon at about the same rate anyways...