first, let me say how much i curse and enjoy this mod at the same time. it brings back all the problems and personal achievements when i could solve even the smallest problem, that i had on my first playthrough of the vanilla game :-)
i have to agree to everything that Kryzeth said.
btw: i also play with some QoL mods like even distribution, picker suite, burner leech, and handy hands which is quite handy to automatically in the background of my backpack keeps some stock of seeds, wood and other basic items.
but there are some details that look unfinished or that need some more balancing ...
(maybe something is caused by those other mods that i use, but i hope that the following is correct)
the tech tree (and the items made available by some techs) has some inconsistencies. this is not game stopping, but was confusing to me since i researched some techs where the newly available items couldn't be produced unless i first did some more researches which had the researched tech as prerequisite, eg :
- "logistic science pack" tech enables logistic science pack items, but to create those items, fish fillet is needed which becomes available only two techs later (after "automation 2" and then "fish")
- "chemical science pack" tech enables chemical science pack items, but to create those items fish fat is needed which becomes available with "big fish" tech (after dna and after spider tech), and it requires some mixed science fluid which also becomes available only later (after science mixed fluid 1)
for quite some time, i used only the most simple recipes to make seeds from wood and wood from seeds. then i looked up how i could produce more and/or faster, but was confused again:
1 assembler makes 3 seeds from 1 wood in 12 seconds. and using fertilizer 1 assembler makes 6 seeds from 1 wood and 1 fertilizer in the same time. thus i can double production by having two assemblers with the simple recipe (very simple to do), or by using 1 wood (corresponds to one such simple assembler) plus 1 fertilizer. to make this worthwile, making the fertilizer shouldn't cost more than setting up one assembler and using 1 wood as ingredient.
BUT 1 fertilizer is made in 50 seconds (thus requires 4-5 assemblers to make one in 12 seconds), and it is made from 1 ash and 1 paper which both are made available in another branch of the tech tree ("fuel lamp", see prerequisite problems above). 1 ash is made from 1 paper in 60 seconds (thus needs 5 burner light sources to make the 1 ash in 12 seconds), and to make 2 paper (1 directly, one for the ash) 2.5 chemplants are needed (it requires 20 seconds). and finally, the maybe 9-12(?) fibers for the paper can be made in one chemplant from 3-4 wood.
i got headaches now after finding all these production chains and calculating it in my head only (please excuse me if numbers are a bit off, but they should clearly show the problem i have with them). in total, maybe 10% or 20% wood can be saved, for the cost of operating maybe 14 machines, lots of inserters, and all their additional need for fuel which is more than only 1 or 2 wood. in summary, i don't see that fertilizer is worth the effort.
speaking of all those little items like fibers, rods, and several fish products, i remember one more annoying detail: for the seeds there is a setting in the mod options whether they have a fuel value and thus are very easily consumed by inserters. but the same also applies to all those little items which have no such setting. could we please get a setting to disable all fuel values for items that have by default less than maybe 1kJ (not even providing enough power to keep the inserter running).
the heat mechanics are a really nice idea and a challenge since we usually don't have to pay a lot of attention to it. but after trying to use the heated inserters, i gave up on using them: they need 116-125 degrees, and the limiting heatpipe causes a max of 120. as a result, there may be max 3 heatpipes, inserters or assemblers directly behind that reduction pipe (eg reduction-assembler-corner-inserter). with all the inserters that are needed anyway to feed machines and get the scrap, there is not much space left, and heatpipes cause even more space to be used (there are no underground heatpipes). wouldn't it be possible to have a little wider usable range than only 116-120 to be able to use heated inserters more easily (eg reduction, 3 assemblers, 3 pipes between and behind them, cause a temperature loss of 8 degrees; range of at least 111-120 would be nice).