Biodome Industries


A structure and recipes for growing, harvesting and processing wood and fish.

Content
15 days ago
1.1 - 2.0
1.74K
Mining Fluids Manufacturing

i balanced advice

7 months ago

I was lucky to find this mod, it only involved wood and fish, nothing else I wasn't interested in.
I played with it for a while, but in general,I think the whole production process is just too cheap. Each biodome can produce nine woods every 10 seconds, close to one wood per second, converted into wood gas, equivalent to 10 wood gas per second, combined with the recipe of solid fuel production, equivalent to 2.5 heavy oil per second, which is the efficiency of half a refinery processing, without any crude oil, only requires some electricity.
And for some mod such as space exploration, fish and wood are originally as non-renewable materials and have greater value, this mod produced a large number of fish and wood compared to too strong.
Here are some of my thoughts, perhaps naively, just for reference.
Increase the area of the biodome, at about 5×5 or 6×6, so that it is no longer like the assembly machine can be placed in a large number of random, as the cultivation of trees and fish facilities, the space is also more reasonable.
Reduce the efficiency of fish and wood production, in the case of fish, my idea is to change the recipe to consume 50 fish and 500 water, and to produce 60 fish and 450 water, the time required is changed to 100 seconds. This is somewhat similar to kovarex enrichment process, more difficult to start, more complicated, but also more interesting. More fish need to be consumed because it is impossible for a single fish to reproduce. Only 50 water is used because the water in the fish pond can be used again and again. Because of the low energy consumption of the biodome, it takes longer and does not require toomuch energy, but the slow production is more closely related to the real culture. The same is true for wood. As for the rest of the recipe, I don't have much ideas, which is fine to stay the same, after all, they are based on wood and fish, as long as the wood and fish adjustments, the overall recipe will be balanced.

7 months ago

You can see my balance calculations regarding Heavy Oil in this another discussion thread:

https://mods.factorio.com/mod/BiodomeIndustries/discussion/6563ccda83a34706f3023799

I specifically reduced Heavy Oil requirements for Solid Fuel from Wood Gas, as previously it was just Solid Fuel from Heavy Oil, but worse. Currently, Solid Fuel from Wood Gas is slightly more efficient than Solid Fuel from Light Oil and much more efficient than Solid Fuel from Heavy Oil Cracking. If my numbers are bad, please feel free to correct me.


Increasing the size of the Biodome is not really an option. I'm using Vanilla Science Lab textures (can't do art to save my life), which are designed for 3x3. I don't like stretching textures as the pixellisation becomes really obvious, giving the mod a very "low rent" feel. It's already cheap and ugly since I put it together from stock assets.


On the subject of realism, I wasn't really aiming for any. My primary reason for making this mod was specifically because I found the existing Wood and Fish mods to be far too conservative. I'd used Bob's Greenhouse mod for a long time, and had to change production speeds multiple times until I got something comparable to the rest of the Vanilla game. I've not played Space Exploration, Krastorio or AngelBob - none of the larger, more elaborate mods.

I can't really speak to how well my mod balances against them. However, you have access to crafting time, cost and I think product multipliers in options. You can tweak settings directly from in-game to suit your tastes, if you feel my balance point was too lenient. I didn't include very granular options because it's a pain to make and creates options clutter, but there should be multipliers for all the overall stats.

I'm open to changing the energy consumption of the Biodome if you'd like. It's just a reskinned Science Lab right now, so it has the same energy consumption as that.

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