#Space AJ Rebalance - Factorio Mods

1 messages · Page 1 of 1 (latest)

ripe depot
#

Discussion engage

#

This is one of those mods where total time spent arguing > time spent coding.

cursive jacinth
#

Arguing with who?

ripe depot
#

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

late crane
#

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

native phoenix
#

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?

green oriole
#

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.

ripe depot
#

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

green oriole
#

Oh that sounds pleasant.

ripe depot
#

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

green oriole
#

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?

ripe depot
#

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

green oriole
#

Alright, I just got this. Trying it out right now.

#

How come quality doesn't affect cargo wagon? 😮

ripe depot
#

It has never affected cargo wagons

green oriole
#

Wasn't that one of the community complaints? I'm only asking because of that. I don't use them much tbh.

ripe depot
#

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

green oriole
#

Alright so I am playing around in the editor and I am already not loving the gleba science changes.

ripe depot
#

The primary purpose of the gleba science change is mostly to force you to actually make a gleba base.

green oriole
#

with a resource that spoils in 1 minute instead of 20

ripe depot
#

The science is made fresh regardless

green oriole
#

what happens when my bacteria spoils in my biochamber though.

#

so now I have to worry about spoilage + iron ore

ripe depot
#

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

green oriole
#

I guess my complaint is that there's a lot going on for entering into a 3x3 biochamber.

ripe depot
#

that is true

green oriole
#

because nutrients + plastic + rocket fuel + iron bacteria + spoilage + iron ore + agri science

#

7 things.

#

for 1 3x3 square.

#

It's really busy

ripe depot
#

ah. your designs are very different from mine

green oriole
#

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

ripe depot
#

i usually do less beaconing, but have biochambers in an actual row of production, including long inserters for less critical things

green oriole
#

yeah I usually try to get to that point, but gimme a minute.

ripe depot
#

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

green oriole
#

It's just a proof of concept.

#

It's not clean by any means.

ripe depot
#

do you really need that much nutrient?

green oriole
#

Nah, it's just Editor Extensions with the fat line there.

ripe depot
#

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

green oriole
#

True. Lemme tone it down a bit for fun.

ripe depot
#

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

green oriole
#

It's better. Part of me thinks that the short spoil time on the bacteria might be a PITA at some point though.

ripe depot
#

i can make the bacteria timer a little longer tbh. But the easier that makes the science, the harder it makes ore

green oriole
#

I might just be a nutjob to be honest.

ripe depot
#

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

ripe depot
#

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)

green oriole
#

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.

ripe depot
#

iron ore recycling is immune to prod, btw

#

but the biochamber does process it super fast

green oriole
#

but at 37.5% quality though which might more than make up for it

ripe depot
#

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

green oriole
#

initial tests on the bio recycling is like 12 to 15 legendary ore per minute from a fully stacked normal ore belt.

ripe depot
#

how many machines?

green oriole
#

That's the design.

#

I am testing out generating quality bacteria to see how that goes next.

ripe depot
#

overall that looks very promising

green oriole
#

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.

green oriole
#

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.

green oriole
#

I can't tell if it's a bug, I just know that it's producing a TON of mash and jelly

ripe depot
#

I'll take a look at it. I'm currently doing a fix for Rubia

green oriole
#

No rush - but I figured I'd let you know that it's allowing me to produce a constant stream of legendary iron bacteria.

ripe depot
# green oriole

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:

  1. 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)
  2. Make a recipe immune to prod and/or quality
  3. Limit the max prod of a given recipe
green oriole
#

All it takes to kick it off is a few legendary bacteria then it just goes crazy. Generating a legendary bacteria is super easy.

green oriole
#

I think I understand why the devs originally made bioflux recycle into itself now.

#

Crazy how quick that scaled out of control. 54k/min

green oriole
ripe depot
#

this is 1/2x yield on the recycler. 160% max prod on bioflux.

green oriole
#

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

ripe depot
#

i feel like this is also really hard relatively

green oriole
#

Getting 1.5k/min legendary bioflux in base SA took a lot of capture bot recycling.

ripe depot
#

ikr I hate that shit so much

#

and it requires a lot of fancy crap

#

maybe keep max prod on bioflux?

green oriole
#

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

ripe depot
#

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

green oriole
#

You make a good point there actually.

ripe depot
#

it would basically replace casino, except for calcite/stone

green oriole
#

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.

ripe depot
#

it’s more a question about how much seems fair, since it is still a pain to upcycle bioflux

green oriole
#

Agreed.

ripe depot
#

(since you still need to move a bunch of perishables)

#

idk, I do like gleba replacing casinos lol