in our recent play-through we kept bumping into the belt issue
once you reach blue, you kind of want to replace it everywhere, you then make blueprints that you would like to use in a new game.
But all the belt required would be missing.
It would be nice if we could upgrade or downgrade blueprints.
Even with underground belts becoming longer, it would still be worth the hassle of converting all the other belts.
And being able to convert factories within a blueprint would be awesome as well.
Overall the blueprint library feels clunky, perhaps consider moving it into it's own special kind of inventory.
I like to separate things in books (yay naming), colors would be a nice touch (perhaps setting a cover icon).
I tend to keep on taking or duplicating blueprints from books into my inventory, at least the delete button is working great
Upon death you always hold your heart to see if you did not forget to share the blueprint before ill-fated encounter with the oil train.
Fluids might be a bit too easy to ship. Where ore requires multiple carts, I have yet to hit a need for a second one on any of the fluids we ship around.
Nuclear is also a bit of a bust, I was paranoid about nuclear fallout or radiation, even going as far as land-filling a special area for the reactor, only to figure out that it does in fact not do anything dangerous.
We have not tried blowing it up yet, maybe that will give some to be expected risks vs rewards.
The bomb was a disappointment as well, the visual just looked like a big fart, no radiation or anything.
The reactor design we went with was 4 reactors in a square formation, with enough turbines and heat ex-hangers to power the base three times over.
Building through robo ports and radar range is awesome.
You might consider personal teleporters with HUGE power drain, to warrant the nuclear reactor.
As it stands the 300 something theoretical power we could get is going unspent, as is the nuclear fuel of which we have 4-5 chests worth of.
Solar power and the steam engines are more then enough to supply the base and the laser turret offensive.
The quickest solution to turret creep would be to require laser turrets to charge up for like 10 seconds before they can fire.
Losing all that power, plus the HUGE spikes in drain would all sum up. You could still do it with a nuclear reactor (and maybe some additional battery charge speed research), but it would become less efficient.\
These are just my thoughts, do with them as you please.