Age of Production


Adding new machines to Space Age for more variety and bigger production!

Content
2 days ago
2.0
14.5K
Factorio: Space Age Icon Space Age Mod
Combat Mining Fluids Manufacturing

i [dealt with it]maybe nerf fission science a bit?

a month ago
(updated a month ago)

maybe I'm missing something, but fission science seems borderline insane:

the resource requirements for constantly launching rockets this early in the game is already kinda nuts, but that's somewhat manageable;

what isn't manageable is the U-233 spoil timer.

I've got 32 centrifuges running and can't get more than about 5-ish U-233 before it spoils, that means for a rocket launch to even be possible you'd need about 128(!) centrifuges running! which is completely nuts compared to vanilla! that sort of production is enough for a huuuge base in vanilla!

some quick math tells me that kovarex needs about 14,5k uranium ore to research, which seems pretty easy, as it comes out to about 37 minutes of production for 32 centrifuges (or about 18,5 min for 64, which is already a beefy set-up)...until the spoil timer comes into play:

because of the low 0.7% yield of U-235 only 1 or 2 centrifuges at a time process the U-235 into U-233, which then proceeds to spoil before any other can be made, effectively creating a soft-lock...

it is possible to stockpile U-235 until there is enough for the entire kovarex research, but that's an incredibly boring solution...makes for really tedious game-play, if the solution is "just wait"...there's no challenge there.

suggestions:
-increase U-233 spoil timer significantly, maybe 1h-ish.
-move kovarex earlier in the tech tree and make it a pre-req for fission science, instead of a reward, similar to U-233 processing (maybe unlock at the same time?)

these solutions change effectively nothing about the complexity of the crafting chain, but make it waaay less painful!

less optimal suggestion
-move all the heat-tech (heat pipes, heat exchanger, turbines) to an earlier tech to prevent locking that away, in case they are necessary for other planets/mods.

this solution allows players to utilize vulcanus tech in order to scale their factory for the required production. not optimal for compatibility...
(while it is possible to go to vulcanus without steam turbines, this really isn't intended and leads to super awkward power setups as a stopgap, which also isn't very fun)

compatibility-wise it's also kind of a problem:

gating nuclear tech like this creates barriers for many planet mods, just the ones i found from looking at the tech tree:
Cery, Maraxis, Rubia, Shattered Planet, Promethea, and i'm sure there's more...that's kind of a lot of interference right there!

as a bit of a side-note:

U-233 has a half-life of 150,000-ish years IRL, sooooo...why does a real element suddenly have a half-life of, like, 5 min? :P
U-235 has no spoil timer in vanilla for the same reason! ;)

might be missing a couple dozen decimals on that decay timer! :D

a month ago

Hm got it
I will increase the U233 spoil time and have a chance for the U235 used to breed it to be returned
I will then consider moving kovarex and to help with Vulcanus i will make the planet discovery tech unlock turbines

a month ago

I may also increase the amount of science packs made per recipe, maybe to 5
It is a t
Very expensive science pack

a month ago

dealt with it

a month ago
(updated a month ago)

hey thanks for taking feedback seriously!

small suggestion: simply increasing U-233 spoil time requires no changes to existing builds, but returning U-235 does. might be better to leave the recipe as is to avoid breaking existing saves, but ultimately that's up to you!

it's a sensible change, but breaking existing builds is usually unpopular...

i would also suggest, if you decide to move the turbines somewhere, to move them within the same research line as in vanilla: i.e.: maybe uranium trigger tech or something.

edit: anywhere in the direct line between steam power and nuclear tech should be fine, as long as it is a pre-requisite of nuclear power that unlocks them!

the reason for this is that other mods probably expect them to be near the reactor tech and moving them to vulcanus discovery directly might introduce compatibility issues.
if it's just a bit earlier in the tech tree it makes the fission science pack optional for early mid-game and the first couple of planets, while keeping compatibility as high as possible.

again thanks for looking into it!

a month ago

ah. nvm, already changed! that was quick, haha!

a month ago

so i tested it for a couple of minutes, and it's working beautifully!

the U-235 return from U-233 breeding is doing wonders for production and feels appropriate!

thanks for the quick update!

a month ago

you're welcome!

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