Page 1 of 1
[2.1] Technology prerequisite changes
Posted: Wed Jul 08, 2026 11:31 am
by Bullfrog
1. Just like how Rocket turrets are needed to go to Aquilo and Railgun turrets are needed to go to the Solar system edge, Gun turrets should be a prerequisite research for space platform travel.
2. Just like how Fusion reactors need to be researched to travel to the Solar system edge, Nuclear power should be a prerequisite to go to Aquilo.
3. Despite not needing Military science packs to research Cliff explosives and Health, the Military science pack technology remains as an extraneous prerequisite for both.
4.Advanced circuit should not be the prerequisite for Mining productivity 1, as the two technologies have no correlation. The prerequisite should just be Logistic science pack.
5. The first two levels of Stronger explosives do not affect the Rocket turret, so the former shouldn’t be a prerequisite for the latter.
6. Solar panels should be a prerequisite for the Rocket silo, as solar panels are the intended power source for early space platforms.
7. Long-handed inserter is strange as an Automation unlock, it should be in the unlock for Fast inserters and that technology renamed to “Advanced inserters”.
Re: [2.1] Technology prerequisite changes
Posted: Wed Jul 08, 2026 1:01 pm
by mikihiso
Well tbh not sure about 2) though - yes i agree going in with nuclear reactor right away makes it way easier, that being said you already have Heat towers in prereqs for aquilo, which is enough to produce both energy and heat on aquilo
Re: [2.1] Technology prerequisite changes
Posted: Wed Jul 08, 2026 5:16 pm
by Bullfrog
I’m talking about getting to Aquilo with a space platform in the first place. It’s technically possible to get there on just solar energy, but you need so many solar panels to do it that you might as well just use nuclear.
Re: [2.1] Technology prerequisite changes
Posted: Thu Jul 09, 2026 10:22 am
by worph
I agree on the premises of having prerequisites be as onthologically linked as possible.
But I disagree on the nuclear for Aquilo specifically. If there are other ways, even obscure ones, it should not be enforced. You can build Accumulators in space after all.
Re: [2.1] Technology prerequisite changes
Posted: Thu Jul 09, 2026 12:46 pm
by ichVII
2: You still get 60% of your solar panel output in aquillo orbit. As the energy need of a ship scales primarily with its width for defense and engine purposes and secondarily with the perimeter for defense while stationary, while the solar panel energy generated grows with the area, it is not that hard to build a solar powered ship, even using lasers, to get to aquillo. I have never used rocket turrets or nuclear power in space. I do not think that 2 is a good idea. Currently, nuclear power is 100% optional and making it a prerequiste for aquillo just feels forced and unnecessary.
For 1: While I did use gun turrets and agree they are the most reasonable solution ealry on, it is still possible to use lasers for that purpose, so i am not sold on that either.
3. agree
4. I think it is fine to have advanced circuits here.
6. Maybe.
7. disagree
Re: [2.1] Technology prerequisite changes
Posted: Thu Jul 09, 2026 2:15 pm
by Panzerknacker
I don't know who edited this thread but my contribution was put in the OP, and wrong also:
"6. Solar panels should be a prerequisite for the Rocket silo, as solar panels are the
only power source for
all space platforms."
AFAIK you cannot bootstrap a space platform without solar panels.
Therefor my suggestion:
viewtopic.php?t=119792
Re: [2.1] Technology prerequisite changes
Posted: Thu Jul 09, 2026 11:51 pm
by Bullfrog
Did you know that you can use nuclear for your first space platform if you want to?
Re: [2.1] Technology prerequisite changes
Posted: Fri Jul 10, 2026 6:03 am
by Panzerknacker
Can you? How will you bootstrap it without ANY electricity?
Re: [2.1] Technology prerequisite changes
Posted: Fri Jul 10, 2026 9:38 am
by Bullfrog
…Fair, I missed that.
Re: [2.1] Technology prerequisite changes
Posted: Sat Jul 11, 2026 4:35 pm
by __init__
If anything, I would like to see less prerequisite technologies for the rocket silo.
In fact the logisticts network could even be removed from its prerequisites.
I understand that it is there to remind players to setup robots before they leave, but one can also abandon planets and move on on purpose.
Also, it is perfectly possible to travel to Aquilo and back, and have a base there without nuclear power.
Can you? How will you bootstrap it without ANY electricity?
Solar works on Aquilo, just extremly bad, barely enough to run a pumpjack and ice melting. From there on you can make power by burning solid fuel.
Re: [2.1] Technology prerequisite changes
Posted: Sat Jul 11, 2026 6:34 pm
by Panzerknacker
Solar works on Aquilo, just extremly bad, barely enough to run a pumpjack and ice melting. From there on you can make power by burning solid fuel.
Yeah but how are you ever gonna leave Nauvis in the first place without solar panels? The space platform will not function so you will never be able to get Space science. See my suggestion I linked above to have more ways to generate electricity on space platforms.
I agree that nuclear should not be required for Aquilo as per your example.
I agree about the idea of removing logistic robots as a prereq to rocket silo tho (I also suggested this earlier) because imo being forced to have a complex technology like bots with the accompanied UI clutter (possibly) so early in the game feels indeed unnecesarry.