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Bio Rebalance

Open KiwiHawk opened this issue 4 years ago • 3 comments

Trees

Wood

  • Differentiate better between saw blades
    • Productivity bonus
    • 100% return of iron blades, just need to occasionally re-add crystals?
    • More expensive to compensate
  • Disable wood > fibre recipe
  • Add wood > wood brick recipe instead?
  • Idea: Move Arboretum 2 to rely on Crystal splinter processing 1 and change crystal tipped sawblade to require crystal powder instead of harmonic crystals

Bio Resin

Disable wood > resin recipe

Bio Rubber

Bio Plastic

Animals

Fish

Each should be best for something

  • Santa Ray - Oil?
    • Carnivorous fish should be meat negative
  • Levac Fish - Meat
  • Durflorp Jellyfish - Polluted Fish Water
  • Factorian Fish - Pulp (what is this used for?)

suggestion: switch the names of fish oil refining and advanced fish oil refining; lubricant is a more "refined" product than base mineral oil so the recipe making it should get the advanced name second suggestion: replace the thermal water in the fish oil filtration recipe with normal or mineralized water, instead moving it to the oil refinery step this would allow you to make the base mineral oil recipe use either normal or mineralized water and the lubricant recipe use thermal water, a la the different oil/gas refining methods that use different secondary inputs to produce different fractions and types of their respective outputs

Puffers

  • Too many sources of randomness
  • Too difficult to calculate
  • What are they good for?

Biters

  • Make alien artifacts come from biters, not just from alien bacteria

Farming

  • Crystal dust
  • Compost crop
  • Vege oil ceramic filtering
  • Mushredtato is too good. Best for bacteria as well as good for compost and also (I think) fuel

Products

  • Nutrient pulp
  • Vegetable oil
  • Alien bacteria
  • Compost
  • Fuel oil
  • Base mineral oil
  • Fibre

KiwiHawk avatar Sep 15 '21 11:09 KiwiHawk

https://www.reddit.com/r/Seablock/comments/r1i5qh/paper_update_recommendation/

KiwiHawk avatar Nov 25 '21 02:11 KiwiHawk

I would like to add that mushredtato is pretty much for bacteria only. Compost generation is best through green algae (or nilaubergine and zombieecalyptus if you must go for farming) Fuel (nutrient pulp) is best through binafran and zombieecalyptus. Mushredtato requires mud (farming with sand is better due to lower number of washing plants necessary), and urea (there are options which dont).

(NOTE: zombieecalyptus is added and a secondary plant for both compost and fuel in order to consume the trace amounts of mud while the primary plants - nilaubergine or binafran are sand based).

DanielKote avatar Nov 25 '21 03:11 DanielKote

So after looking through both the seablock tech and the original B&A tech, here are my thoughts about the paper/wood rebalance:

  • replace foraging for cellulose fiber with foraging for wood (twigs)
  • make phenolic boards require paper instead of wooden boards to make
  • remove paper to board recipe.
  • rebalance paper recipes (for example making T2 2x faster and T3 4x faster, plus decreasing the extra ingredients + byproducts of both by 2x. Some work also needs to be done for T2 paper recipe due to the byproduct being difficult to get rid of)
  • move paper T1 into green science (necessary for red circuits), T2 into blue (with some buffs to make it viable), and T3 into yellow?
  • Add in the composter as starting tech which will allow for voiding of brown algae.

In base B&A circuits also seem to require wood (T1 circuits), and the player has no way of getting automatic wood production until researching wood farming - they can only rely on chopping wood whenever they need more circuits. With seablock we can forage for wood to serve as both a source of initial fuel (as currently with cellulose fiber), and as a source of wooden boards.

DanielKote avatar Nov 27 '21 00:11 DanielKote