Bio Industries


Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.

Content
1 year, 6 months ago
0.14 - 1.1
54.9K
Manufacturing

g 2.0 again

4 months ago

Hi, do we have any announcement for the mod? Im been wishing to play this mod :>

4 months ago

I think some of the things were made obsolete by space age, some of the stuff exist as separate mods (for example, big accumulator and big solar panel were essentially a rework of those in this mod)

Some stuff appear useless, redundant with space age or implemented better elsewhere (solar heater, crusher, planting trees, wood stuff, cannon... )

I think the mod could be remade simplified and modular, with a gameplay loop that only include what is unique to this mod.

4 months ago

I really like the production chain in the mod and the insane amount of wood pulps I was able to produce. I really think if you have the time, please can you update the mod? Me and my friends seriously want to play together with this mod.

4 months ago

While I do want to see this mod make it to 2.0, I do mostly agree with snouz here. There is a bit too much included, some of which doesn't even belong. Bio Industries should primarily about wood and environment kind of stuff.

First to go - all the "tweaks." The random recipe changes that have nothing to do with Bio, like Iron sticks in concrete or concrete in power poles. Debatably concrete in rails, but the mod does provide the cheaper wooden rails. I think it also has long reach and maybe walk speed. Why?

I think the crusher and crushed stone can go. If crushed stone is found in other mods that can be used, otherwise normal stone. As provided here, it just doesn't provide enough value.

The darts I could take or leave. They're very weak, only really useful at all before you can even automate wood. The wooden walls are similar. Probably also the Bio Cannon. They are thematically appropriate for "Bio" but as combat items, maybe they should move to NE Buildings if they aren't already duplicated there.

I also would not be sad to see the solar stuff go. Solar floor, solar wall, big solar. I don't ever use them personally. But I also don't see any particular reason to take them out. "It exists elsewhere" never stopped modders before, and it's not hurting anything.

Of course the wood production is the highlight of this mod. And I think it does it better than any other mod I've seen. There's an actual process to it, that gets better but more complicated as you go down the tech tree. The closest to it I know of is Arboreum, which just cycles seeds to get wood and has tiers of machines. Everything else is just basic boring "Insert water, get wood." Discounting anything from large modpacks anyway. Who tries to use Angel's Bio standalone? Or Pyanodon's if you can even do it.

Finally, the Bio oil. It's a pretty interesting and uncommon (if not unique) idea. I think it could use a balance pass, but I would like to see it stay.

3 months ago

the only thing useful from this mod is the solar panel floor. I tried to extract this object using chat gpt (because I don't know anything about modding) but to no avail. the BI mod code itself is written so sloppily that it's a disaster

3 months ago

Sad :<

2 months ago

Again Meteor useless post. That isn't Space Age compatible.

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