#Space AJ Rebalance - Factorio Mods
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Discussion engage
This is one of those mods where total time spent arguing > time spent coding.
Arguing with who?
discord arguments over what should be, with players in #space-age and #modded-chat . They did steer the mod substantially.
gleba and vulcanus had especially heated discussion
Hmm, looks like some very good changes to me. Will probably throw this in my playthrough if I ever escape from the sinkhole silkhole I'm currently stuck in
Interesting changes! This is like the exact opposite direction of what Avadii's recent rebalance overhaul went in and I prefer this for a fun casual time!
QQ: Any concerns with pairing this with AAI?
Thanks.
I have no idea.
Can you elaborate more on how the jelly/mash bioflux recycling works for getting legendary items?
I'm not on the computer right now and can't test out this mod.
bioflux recycles to jelly + mash on gleba.
outside gleba, bioflux recycles into itself, as normal
so you can upcycle bioflux instead of washing, and also get jelly/mash in quality from bioflux. Instead of needing s bunch of cursed setups for each one individually
Oh that sounds pleasant.
AJ in general nerfs quality cheese strats, but makes some of the hard things easier
The total for AJ (across everything, not just quality) is 11 buffs vs 12 nerfs
I was not a fan of trying to make legendary agricultural science on Gleba in vanilla SA. Such a pain.
Are legendary biter eggs still needed for prod mod 3's?
yes
but prod 3 isn’t so much stronger. prod mods are 4/6/8% prod instead of 10% at max. In quality, 10/15/20% for leg
you still miss out by skipping them, but not as much. Where you normally miss out on almost half the whole bonus
Making legendary ag sci is still probably very bad tbh, but for very different reasons
Alright, I just got this. Trying it out right now.
How come quality doesn't affect cargo wagon? 😮
It has never affected cargo wagons
Wasn't that one of the community complaints? I'm only asking because of that. I don't use them much tbh.
for that sort of behavior, I would recommend a dedicated mod for it, as there are several
if I put that in this mod, then it is an all-or-nothing situation. You can’t not have it, and the exact cargo sizes can actually break train blueprints
i hope that makes sense
Alright so I am playing around in the editor and I am already not loving the gleba science changes.
The primary purpose of the gleba science change is mostly to force you to actually make a gleba base.
with a resource that spoils in 1 minute instead of 20
The science is made fresh regardless
what happens when my bacteria spoils in my biochamber though.
so now I have to worry about spoilage + iron ore
Biochamber can now recycle iron ore
bioflux was not compatible with the heat tower
at least in my previous glebases, I would need separate heat tower + recycler action to be able to flush old bioflux, and burn eggs/nutrients/spoilage making the sci
I would have made iron ore compatible with heat tower, but it would have messed with early game furnace/boiler setups
I could raise the spoil timer maybe for iron bacteria. But idk how much that would help, since you need to actively spoil it for ore
I guess my complaint is that there's a lot going on for entering into a 3x3 biochamber.
that is true
because nutrients + plastic + rocket fuel + iron bacteria + spoilage + iron ore + agri science
7 things.
for 1 3x3 square.
It's really busy
ah. your designs are very different from mine
keep in mine the infinity chests are there in place of passive because I am not setting up a bot network at the moment.
*mind
i usually do less beaconing, but have biochambers in an actual row of production, including long inserters for less critical things
yeah I usually try to get to that point, but gimme a minute.
it’s still busy, obviously.
but also one of the spoil results is an item, and not an enemy
you can probably save a ton of space by making the nutrient belt go 1 lane nutrient, 1 lane rocket fuel. Theoretically, you only need 2 belts in, 1 belt out (to cover one lane per item). Anything more is just added separation, or trying to double up on total belt throughput
my only reservation about making the biochamber a 4x4 is breaking peoples’ blueprints
but biochamber should have always been a bigger building
do you really need that much nutrient?
Nah, it's just Editor Extensions with the fat line there.
i thought I made the consumption of quality biochambers become smaller
yeah, so I would start by mixing the nutrient and rocket fuel belt
which is going to immediately open a lot of space
but this is also part of just how you are choosing to build with a giga-beaconed biochamber
True. Lemme tone it down a bit for fun.
most of my biochamber builds tend to be DI, with less heavy beaconning
i still think there’s just a whole lot of options to mess around here. this is definitely not a “one forced solution” situation
It's better. Part of me thinks that the short spoil time on the bacteria might be a PITA at some point though.
i can make the bacteria timer a little longer tbh. But the easier that makes the science, the harder it makes ore
I might just be a nutjob to be honest.
green belts can move iron bacteria ~420 tiles within its spoil timer, which is >13 chunks of distance
so i think it should be way more than enough to do what you need to do
still looks goofy, but I respect it
thank you for testing the postgame potential more
most of my testing/planning was around the main game clear (no quality, no added prod, etc)
Hold up i'm about to try some wizardy with the bio chambers and iron ore recycling because I have a sneaking suspicion that it'll pop off harder than a casino.
iron ore recycling is immune to prod, btw
but the biochamber does process it super fast
but at 37.5% quality though which might more than make up for it
very true
the biochamber buffs overall just really help it overcome the drawbacks of needing nutrients
do let me know if you can do big scale iron ore production
i expect the best process to use biter eggs for nutrients, with ore from nauvis. Also biochamber is naturally 4x speed vs recycler
mathematically, ore washing via recycler vs biochamber is a difference in leg ore yield of 1/2682 vs 1/1125, which is like 2.3x better yield
if you include the full quality on a big miner, it is 1/670 vs 1/375, or 1.8x better
initial tests on the bio recycling is like 12 to 15 legendary ore per minute from a fully stacked normal ore belt.
how many machines?
That's the design.
I am testing out generating quality bacteria to see how that goes next.
your yield is like double with a big drill with quality
overall that looks very promising
This might scale pretty quick.
This isn't even optimized. The intital prod modded bio chamber bacteria isn't even all being used up by the quality ones. Not even a fully nonstacked belt either...
I will keep fiddling around with this because I get a feeling scaling it up to beyond 200/m from like nothing won't be difficult.
So uuuuuuh
Legendary Bioflux recycling needs a bit of a nerf.
That was from 1 biochamber producing bioflux.... The rate that it scaled up at is insane.
Sorry, I meant bioflux recycling needs a bit of a nerf, not legendary lol.
The amount of products you get back from it might need to be adjusted down.
is it a bug or a nerf?
I can't tell if it's a bug, I just know that it's producing a TON of mash and jelly
I'll take a look at it. I'm currently doing a fix for Rubia
No rush - but I figured I'd let you know that it's allowing me to produce a constant stream of legendary iron bacteria.
could you send a save file, or more pics of the factory, or a big blueprint string… so I can know (how big of a factory) => (how much leg bacteria).
is the issue just that bioflux production can get super high prod?
i also can’t tell from your production stats if there are also other parts of your factory that mess with the stats
it’s also hard to tell which part of your recipe chain is the offender
For reference, here is what I can do in-engine:
- Change the actual recipe amounts etc (I don’t want to do this, since a recycling recipe not giving 1/4 is going to super confuse people. It currently is at 1/4)
- Make a recipe immune to prod and/or quality
- Limit the max prod of a given recipe
All it takes to kick it off is a few legendary bacteria then it just goes crazy. Generating a legendary bacteria is super easy.
I think I understand why the devs originally made bioflux recycle into itself now.
Crazy how quick that scaled out of control. 54k/min
IMO I would change the recipe and then maybe do the thing where there's a chance at an additional product to make up for it being less than 1/4 return.
Here is the scenario file from the Editor.
I nerfed the recycling recipe, and capped prod on bioflux. It's still extremely good, but might this be able to slow it down enough?
this is 1/2x yield on the recycler. 160% max prod on bioflux.
For comparison, I've built casino ships that seemed to cap at like 22k/min in base SA for iron ore production, so I feel like 13k/min is a lot more modest
i feel like this is also really hard relatively
Getting 1.5k/min legendary bioflux in base SA took a lot of capture bot recycling.
ikr I hate that shit so much
and it requires a lot of fancy crap
maybe keep max prod on bioflux?
Yeah that was my huge gripe with legendary agri science in SA. They did not make it easy to produce the legendary bioflux.
When I built a machine to do legendary agri science at 240/s it took something like 205 to 210 belts of fully stacked bioflux going into capture bots then into a bunch of recyclers etc etc just to get 240/s
the main thing to be cognizant of is that leg bioflux lets you get most basic things in quality
you can get leg iron, copper, plastic, sulfur
You make a good point there actually.
it would basically replace casino, except for calcite/stone
Right let me test out the changes and see what it would take to produce those things at 240/s each in Legendary.
It does encourage building on Gleba as well.
But it can't be too easy either.
it’s more a question about how much seems fair, since it is still a pain to upcycle bioflux
Agreed.