Custom assets for IR3 x Space Age. Original assets made by Deadlock989.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Hello!
So, I have a ton of ideas regarding how to balance an IR3 x Space Age addon. I want to share them with the world.
I'll try to code them in by myself, but it'll take time. As a teaser, here are my opinionated thoughts about how to balance it all out, for those curious enough to check this asset pack's discussion page.
I want to make the production lines of each other planet interesting for IR3, while retaining most of IR3's core logic and concepts (such as crafting machines from mindful subcomponents, giving several options for the player to design what they want, alternate means of generating energy, reusing early game mechanics in the mid/late game, etc).
This discussion lets me share my thoughts with you, but it also lets me organize them as I attempt to code my addon.
I love IR3, and I want more people to enjoy it despite Deadlock898 "retiring". I want to expand on it as faithfully as possible.
This potential addon is also the occasion for me to learn how to mod factorio more in depth. On every front: graphics, coding, game designing, localizing...
Before getting into the specific changes for space and each planet, here are a bunch of changes that will affect everything.
Recipes involving phase change of water (aka water => steam or steam => water) now always have a water:steam ratio of 1:10.
Reasoning: This is to follow the vanilla change to the water:steam ratio in Space Age.
The way this is implemented is that only the amount of water is changed, so no need to rebalance steam production/consumption.
The same applies to polluted water and polluted steam as well.
Reasoning: It's for consistency. 1 polluted water = 10 polluted steam = 10 steam = 1 water
Affected recipes below
3 water
= 30 steam (165°C)
400 steam
= 40 water
[gives hot water (90°) on vulcanus]
400 polluted steam
= 40 polluted water
600 polluted steam
+ 60 water
= 600 steam
+ 60 polluted water
300 polluted steam
+ 60 water
= 60 hot water (90°C)
+ 30 polluted water
The point of these item/fluid replacements are to avoid duplicates, and to stay coherent with the spirit of IR3.
Refined concrete slabs are only used as flooring.
Reasoning: In IR3, "Concrete blocks" serve as ingredient exclusively made with concrete, while "concrete slabs" only serve as flooring.
Refined concrete slabs in IR3 is based on real life "sulfur concrete" and use steel bars. Concrete slabs use iron bars, but concrete blocks don't.
Refined concrete block
1 sulfur
+ 60 concrete
= 4 refined concrete blocks
This notably affects many Space Age machine recipes (changes detailed below), including rail ramps
8 rails
+ 60 refined concrete blocks
+ 10 steel beams
= 1 rail ramp
Nauvis is almost untouched here, because IR3 already adds so much. Aside from the expected reduced cost of rockets, a new Nauvis exclusive crafting component has been added.
1 revolutionary circuit
+ 1 uranium 235
+ 1 radiation shielding
+ 6 graphene
+ 20 helium (gas)
= 1 subatomic emitter
[In laser assembler, only on Nauvis]
Used to craft quantum processors. Also replaces uranium 235 in machines related to biter capture.
Here are my changes in mind for space logistics and space platforms. Assume anything not stated is simply unchanged from vanilla
There is no atmosphere in space, so:
Cupric asteroids can be found in space to get copper.
Reasoning: a source of copper is necessary to make rockets in space. They will also give gold with advanced asteroid crushing.
This is handled by depending on SafTheLamb's "Cupric Asteroids" mod, then changing the sprite and asteroid crushing recipe results.
Basic asteroid crushing can be done in IR3 crushers (both electric and advanced).
All basic asteroid crushing has a chance to produce silica (50% chance per operation).
Metallic asteroid crushing
1 metallic asteroid
= 10 crushed iron
+ 50% silica
+ 20% metallic asteroid
1 carbonic asteroid
= 10 crushed coal
+ 50% silica
+ 20% carbonic asteroid
1 cupric asteroid
= 10 crushed copper
+ 50% silica
+ 20% cupric asteroid
1 oxide asteroid
= 10 ice
+ 50% silica
+ 20% oxide asteroid
Reasoning: These changes mean you can use regular IR3 crushers in space.
The product ratios are all the same: 10 primary products, 5 silica, 20% asteroid return
The silica obtained is needed to craft glass in space, for crafting rockets. Otherwise, it's a nuisance. Numbers will need to be tweaked.
The crushed coal can be used to craft coke, or for coal liquefaction if you can import some heavy oil
Oxide asteroid produce extra water, in order to supply thruster fuel/oxidizer and ore washing.
Space Age's crushers can perform more varied crafting operations, but they will require tungsten to craft.
Advanced asteroid crushing is performed in "space crushers" ( Space Age's crushers)
1 metallic asteroid
= 5 crushed iron
+ 2 crushed tin
+ 5% metallic asteroid
1 carbonic asteroid
= 5 crushed coal
+ 2 sulfur
+ 5% carbonic asteroid
1 cupric asteroid
= 5 crushed copper
+ 2 crushed gold
+ 5% cupric asteroid
1 oxide asteroid
= 5 ice
+ 2 calcite
+ 5% oxide asteroid
Reasoning: "Advanced asteroid crushing" lets you access tin ore and gold ore.
Tin ore is necessary to make glass, which is needed to craft circuits for rockets.
Gold ore, on the other hand, can be washed to obtain platinum, a necessary ingredient for efficient chemistry.
60 hydrogen (gas)
= 75 thruster fuel
60 oxygen (gas)
= 75 thruster oxidizer
Reasoning: These two changes follow the IR3 logic of rocket fuel being pure hydrogen/oxygen.
Plus it fits with the concept of thruster fuel/oxidizer being propergol stand-ins.
1 calcite
+ 150 liquefied hydrogen
= 1500 thruster fuel
and
1 calcite
+ 150 liquefied oxygen
= 1500 thruster oxidizer
Reasoning: This keeps similar ratios to the vanilla recipes of the advanced thruster fuel/oxidizer recipes when compared to the regular ones. Moreover, this forces the player to use IR3's cryogenic plants to cool down the gas.
To make up for these changes, there are easier ways to make hydrogen and oxygen (in space only):
1 copper pellet
+ 2 coke
+ 60 steam
= 60 hydrogen
1 iron pellet
+ 120 steam
= 60 oxygen
These two recipes respect the vanilla ratios of asteroids:"thruster fuel/oxidizer".
1 platinum pellet
+ 2 coke
+ 60 steam
= 120 hydrogen (gas)
+ 30 carbon dioxide (gas)
1 nickel pellet
+ 2 calcite
+ 60 steam
= 75 oxygen (gas)
+ 30 natural gas
These more efficient extraction processes require both advanced asteroid processing (for calcite/crushed gold) and ore washing (for nickel/platinum) in space.
1 lithium pellet
+ 120 steam
= 60 oxygen (gas)
+ 120 hydrogen (gas)
1 lithium pellet
+ 60 carbon dioxide (gas)
= 4 coke
+ 60 oxygen (gas)
Reasoning: Once you reach aquilo, if you manage to export large quantities of lithium, then you can use it to extract as much oxygen/hydrogen as possible for long space trips, or to simplify oxygen extraction on other planets.
To account for IR3's changes in processes, the space science pack recipe is slightly changed from vanilla.
1 coke
+ 1 ice
+ 2 iron pellet
+ 2 copper pellet
= 5 space science pack
[Crafted in assemblers on space platforms]
(Original IR3 without Space age: 1 satellite = 1000 space science pack)
As much as I'd like to keep the satellite as a science ingredient, it would be very annoying compared to just mildly using space acquired resources.
As is, the science pack requires ingredients and processes involved in basic production of thruster fuel/oxidizer in space.
Reasoning: Considering transmats are meant to be super lategame tech (probably locked behind promethium), letting them do something as OP as moving the player between surfaces "for free" is fine.
Cargo transmats serving as interfaces with the local landing bay/space platform hub means they give the player more design opportunity for managing their cargo landing bays and for spaceship logistics for bigger spaceships.
This does mean that "deep space mining" is redundant, as regular space mining can and will provide the resources it used to bring.
1 large chromed frame
+ 60 space platform foundation
+ 40 steel foam
+ 8 advanced motors
+ 4 revolutionary computers
+ 1 radar
= 1 space platform starter pack
4 insulated cables
+ 20 steel nanofoam
= 1 foundation
1 large steel frame
+ 20 steel nanofoam
= 1 cargo bay
1 large steel frame
+ 8 advanced motors
+ 20 nanofoam
+ 16 steel pistons
= 1 asteroid collector
4 advanced engines
+ 1 steel frame
+ 11 nanofoam
+ 9 reinforced plates
= 1 Thruster
1 large steel frame
+ 20 steel nanofoam
+ 8 advanced motors
+ 8 tungsten cutters
= 1 Space Crusher
This locks space age's crushers behind Vulcanus, as tungsten cutters must be crafted there.
This is fine, as IR3's crushers can be used for basic asteroid crushing.
Each planet has a different atmosphere, obviously. To more easily organize my thoughts regarding them, I've decided to put air chemistry in its own section.
Let's get started.
Air pipes now cost steel parts, but they cost less parts than iron pipes.
Reasoning: These changes are meant to give "air pipes" more uses, while incentivizing the player to use them for gas related systems.
Copper age pipes remain untouched.
Optional tweak: Lava and Molten metals can't be transported in regular pipes, and must be transported in refractory pipes lined with tungsten carbide.
This change feels more annoying than fun, so I might not implement it.
Reasoning: The volcanic air on Vulcanus is too hot and thick, and risks damaging the compressor. The thin, frozen air on Aquilo requires a stronger compressor to gather it.
Fortunately, a new machine can cover that.
4 air compressors
+ 1 advanced computer
+ 8 steel beams
+ 8 air pipes
= 1 heavy duty air compressor
1 calcite
+ 1 steel plate
= 10 calcite filters
The heavy duty air compressor is a new necessary machine for gathering air on Vulcanus and Aquilo.
Instead of gold and coke, they require calcite and steel (iron and coke), making them more suitable for use on Vulcanus.
Once advanced asteroid crushing is unlocked, they provide an interesting sidegrade to regular air compressors on other planets.
Air compressors on Nauvis still give regular Compressed air. This nitrogen-oxygen air is necessary to operate blast furnaces.
120 compressed air
= 20 nitrogen (liquid)
+ 10 oxygen (liquid)
[in basic cryogenic plant]
80 nitrogen (gas)
+ 40 oxygen (gas)
= 120 compressed air
[in chemical plant]
Reasoning: The main change is getting rid of the fraction of Helium you can extract from air.
That way, you can't exploit air mixing to extract helium infinitely.
Now, you need to rely on fossil fuel fissures on Nauvis to get helium.
Other planets might have a significant amount of helium in its atmosphere.
Heavy duty air compressors on Vulcanus yield a thick, sweltering Volcanic Air full of heavy gases.
120 volcanic air
+ 1 calcite filter
= 80 fossil gas
+ 40 sour gas
[in chemical plant]
Reasoning: The "volcanic air" from vulcanus is filled with heavy volcanic gases, but these can still be further filtered to acquire nitrogen and helium (through fossil gas separation) or oxygen (using water extracted sour gas, and more calcite).
Calcite is used to produce more oxygen. Therefore it's tied to melting metals just like in the vanilla game, since Arc Furnaces require pure oxygen.
Mixing the extracted nitrogen and oxygen would yield only 20% compressed air, with a lot of extra oxygen.
Nitrogen extraction will be challenging, but steel foam can be made more efficiently in foundries.
Fossil gas offers a way to generate power without relying solely on acid neutralization.
Air compressors on Fulgora yield crackling Electric air that contains an unusual amount of helium.
120 electric air
= 20 nitrogen (liquid)
+ 8 oxygen (liquid)
+ 2 helium (liquid)
[in cryogenic plant]
Reasoning: On fulgora, it is easier to obtain the helium required to craft advanced electronics.
After filtering the helium, mixing the nitrogen and oxygen together would yield 80% compressed air, and extra nitrogen.
Air compressors on Gleba yield a spore filled, Rich Air full of oxygen.
120 rich air
= 15 oxygen (liquid)
+ 10 nitrogen (liquid)
+ 5 ammonia (liquid)
[in cryogenic plant]
Reasoning: Air extraction on gleba gives a lot of oxygen, but not as much nitrogen and some ammonia the player has to handle.
Ammonia can be used for fertilizer or to extract nitrogen, aside from venting. More details in the section about Gleba.
Filtering the ammonia from rich air and mixing the nitrogen-oxygen back would yield 50% compressed air and extra oxygen. Adding nitrogen extracted from the ammonia would give 62.5% compressed air.
While Gleba's air isn't a great source of compressed air or nitrogen, it's an amazing source of oxygen, allowing easy metallurgy setups.
Heavy duty air compressors on Aquilo yield a thin, oxygen poor Nitric Air full of ammoniacal vapors.
120 nitric air
= 20 ammonia (liquid)
+ 5 oxygen (liquid)
+ 5 helium (liquid)
[in cryogenic plant]
Reasoning: The thin atmosphere of Aquilo mostly gives ammonia. Some oxygen and helium can be acquired, but not much.
The ammonia can be separated into nitrogen and hydrogen using nickel (obtained from space).
Extracting the nitrogen that way and mixing it back with oxygen means you get only an equivalent 50% compressed air, with hydrogen and helium but no extra oxygen or nitrogen.
More oxygen can be produced from water electrolysis or carbon gas by using lithium pellets.
More nitrogen can be produced from ammoniacal solution.
The first planet you'll want to visit! Vulcanus lets you unlock molten metal tech and other applications based on tungsten.
The Vulcanus production line is mostly similar to the base game: harvest lava, extract ores from it, etc...
The main difference comes from the processes involved, which are rendered more complex. Most notably, the foundry isn't an "everything" building anymore. Instead, it's solely used for casting molten metals, while the arc furnace serves to melt the ores into metals.
Natural resources:
As said in the "Air Chemistry" section, air on Vulcanus requires heavy duty air compressors and calcite filters, made from calcite.
1 calcite
+ 1 steel plate
= 10 calcite filters
1 calcite filter
+ 60 Sour Gas (500°C)
= 300 steam (500°C)
Reasoning: The sour gas gives as much hot steam as it would give water if it was turned into sulfur.
It's more efficient to turn hot sour gas into hot steam (can go in heat exchanger), but you need to use calcite and lose the sulfur.
The ratio of steam:calcite is 60% that of vanilla (10k steam for 1 calcite vs 6k steam), but IR3 offers many alternative energy and water sources.
This is one of the most important recipes on vulcanus, because arc furnaces require oxygen to work.
1 nickel pellet
+ 2 calcite
+ 60 steam
= 75 oxygen (gas)
This recipe can easily be replicated in space once advanced asteroid crushing is unlocked.
500 lava
+ 500 water
= 8 iron ore
+ 4 tin ore
+ 10 stone
+ 4500 hot steam (500°C)
500 lava
+ 500 water
= 8 copper ore
+ 4 gold ore
+ 10 stone
+ 4500 hot steam (500°C)
These two recipes provide you with all metals and stone you might need. Ore washing is still needed for secondary metals.
The hot polluted steam produced can either be consumed by turbines to generate power, or condensed back into water in ambient heat exchangers.
If the steam is used to loop, then 50 water is consumed every operation.
Tungsten scrap can be recovered from scrapping.
Tungsten is not like regular metals: you cannot smelt it into ingots in a furnace, nor turn it into molten tungsten.
Just as is the case IRL.
This "tungsten grit" can then be used in 3 different ways:
Recipes:
4 graphite
+ 2 tungsten grits
+ 20 sulfuric acid
= 1 tungsten carbide
[in chemical plant or foundry]
This stays close to vanilla ratios for tungsten carbide, and can be made before unlocking foundries.
4 tungsten grit
= 1 tungsten plate
[in cubic press]
This component is meant to be used with fusion related equipment.
10 molten steel
+ 1 tungsten grit
= 1 tungsten steel gear
This is mostly used for turbo belts and other end game machines
40 molten steel
+ 4 tungsten grit
= 1 tungsten steel beam
This is the equivalent of the vanilla tungsten plates. It will automatically replace it in most recipes and modded content.
1 carbide
+ 30 molten steel
+ 2 tungsten grit
= 1 tungsten cutter
This is meant to be used for crafting tungsten drills and space crushers.
2 tungsten plates
+ 2 steel plates
+ 2 refined concrete blocks
+ 2 steel rivets
= 1 tungsten shielding
Used mostly in processes involved fusion energy.
1 tungsten grit
+ 1 field effect nanomesh
+ 5 nitrogen
= 1 tungsten doped nanomesh
+ 20 nitrogen
Quantum processor ingredient
Melting metals works as it does in IR3
1 large chromed frame
+ 1 junction box
+ 3 graphite electrodes
+ 80 carbide tungsten
+ 80 reinforced chromed plates
= 1 arc furnace
1 steel small frame
+ 4 tungsten carbide
+ 2 steel pistons
= 1 metal cast
1 large steel frame
+ 10 pipes
+ 16 rotor units
+ 20 refined concrete bricks
+ 40 tungsten carbide
= 1 foundry
1 tungsten grit
+ 200 molten iron
+ 10 gravel
= 10 rails
This is a balancing change have access to rails on Vulcanus without relying on imports, since wood cannot be produced on Vulcanus.
All the other planets have some access to wood (except Aquilo), so importing tungsten is a waste of resources.
240 molten brass
+ 4 tungsten carbide
+ 2 tungsten beam
= 1 metallurgic analysis pack
[In Foundry, on Vulcanus]
1 rubber
+ 2 steel plates
+ 2 tungsten gears
+ 1 steel rod
+ 20 lubricating oil
= 1 belt
11 turbo belts
+ 4 steel plates
= 1 underground
1 revolutionary circuit
+ 2 turbo belts
+ 2 steel plates
+ 4 tungsten gears
+ 10 lube
= 1 splitter
2 revolutionary circuits
+ 1 small steel frame
+ 1 turbo belt
+ 8 steel pistons
= 1 loader
2 revolutionary circuits
+ 1 small steel frame
+ 3 advanced motors
+ 6 tungsten gears
= 1 stacker
1 large chromed frame
+ 8 advanced engine
+ 16 tungsten cutter
+ 48 reinforced chromed plate
+ 48 tungsten beams
= 1 tungsten mining drill
1 pipe
+ 10 explosives
+ 10 calcite
= 1 cliff explosive
1 advanced circuit
+ 40 explosives
+ 10 tungsten plates
+ 10 reinforced steel plates
= 1 artillery shell
1 chromed turret chassis
+ 40 tungsten shielding
+ 12 chromed pistons
= 1 artillery turret
40 reinforced chromed plates
+ 16 tungsten steel gear
+ 1 artillery turret
= 1 artillery wagon
The scrap planet, full of potential for electronics! Fulgora's mechanics should mesh pretty well with IR3. Notably, the battery charger-discharger offers an interesting way to set up more accumulators. IR3 features electroplating, supermagnets and other scifi lategame tech, so they fit right in with Fulgora.
Oddly enough, IR3's scrapping and Space Age's recycling don't overlap eachother that much, in fact I'd argue they compliment eachother on Fulgora. Scrapping lets you extract more resource than recycling, but it undoes all the crafting operations.
However, the fulgoran scraps need to be expanded to include all of IR3's materials.
Natural resources:
In the base game, fulgoran scraps provide the player with almost everything. But the 12 products it gives are not enough to cover everything added by IR3.
Adding more items to fulgoran scraps would make it an actual nightmare to sort through.
So instead, my addon would add 3 types of scraps: electronic scrap, shiny scrap and construction scrap. Just like vanilla scraps, they give at most up to 12 different items when salvaged at a ~60% total throughput.
Electronic scrap gives plenty of advanced electronic products, either fully finished (circuits) or half-way crafted (thermionic tubes, triodes, etc).
1 electronic scrap
= 1% field effector
+ 8% thermionic tube
+ 12% semi-conducting triode
+ 6% miniaturized gate array
+ 4% basic circuit
+ 8% advanced circuit
+ 4% revolutionary circuit
+ 2% EM coil
+ 4% tinned wire
+ 6% advanced battery
+ 2% pulse laser
+ 3% holmium ore
Shiny scrap gives a lot of rare metallic parts, such as chromium plated parts, pellets of nickel/platinum, and electrum.
1 shiny scrap
= 9% chromed plate
+ 6% chromed rod
+ 3% chromed rivets
+ 2% gyroscope
+ 10% diamond cutter
+ 5% empty steel canister
+ 2% polished telescope mirror
+ 12% steel foam
+ 2% nickel pellet
+ 1% platinum pellet
+ 6% electrum crystals
+ 1% holmium ore
Construction scrap provides construction components, such as bricks, concrete blocks, walls, wooden beams and iron beams.
1 electronic scrap
= 6% stone wall
+ 8% concrete block
+ 4% insulated cable
+ 6% nanoglass
+ 4% radiation shielding
+ 2% rubber
+ 10% ice
+ 8% bronze capped wooden beam
+ 4% iron beam
+ 4% pipe
+ 2% air pipe
+ 2% small buffer tank
+ 1% holmium ore
2 wood chips
+ 10 heavy oil
= 2 wooden beams
Final word:
1 fulgoran scrap
= 30% electronic scrap
+ 30% shiny scrap
+ 30% construction scrap
Holmium ore can be obtained from mining fulgorite or extracted from scrap. When looking at in-game recipes and real life capacitor production, it's clear that electroplating needs to be involved.
1 holmium ore
= 2 holmium salts
[in any crusher]
1 holmium ore
+ 10 water
= 4 holmium salts
+ 10 polluted water
[in ore washing plant]
4 Holmium salt
+ 20 Sulfuric acid
+ 20 Water
= 40 holmium plating solution
20 light oil
+ 2 holmium salts
+ 8 silica
= 20 Electrolyte
[in mixer]
Holmium is used for electroplating on copper and steel, similar to gold but exclusive to fulgora. Holmium plated components are then used for advanced electronics.
1 copper foil
+ 10 holmium plating solution
= 1 holmium-plated foil
1 chromed plate
+ 10 holmium plating solution
= 1 reflective holmium plate
This replaces holmium plates in fusion related crafting recipes.
These two recipes are made in an electroplater.
Holmium-based electronic components: * Superconductor
1 holmium foil
+ 1 graphene foil
= 1 superconductor
1 silicon
+ 1 holmium foil
+ 1 gold-plated wire
+ 5 helium (liquid)
= 2 holmium TVS diode
+ 20 helium (gas)
2 holmium TVS diodes
+ 2 superconductors
+ 3 steel plates
+ 10 electrolyte
= 1 supercapacitor
[split]
Everything I had in mind just couldn't fit on one message
In IR3, Supermagnets are a lategame tech unlocked with electrum analysis pack. With space age, they are moved further and surface locked to Fulgora, since Fulgora's extreme EM field is necessary to charge up field aligned crystals.
160 superconductors
+ 16 gold wire
+ 16 chromed plates
+ 4 chromed rivets
= 1 superconductive EM Coil
[in EM plants]
1 revolutionary circuit
+ 1 reinforced null field plate
+ 6 superconductors
+ 1 field aligned crystal
= 1 field effector
Since IR3 nerfs accumulators and adds an interesting battery charger/discharger system, a new building is unlocked on Fulgora.
1 large chromed frame
+ 1 junction box
+ 2 superconductor
+ 4 capacitors
= 1 express battery charger
1 large chromed frame
+ 1 junction box
+ 1 superconductive EM coil
= 1 express battery discharger
These new electric devices allow you to use advanced batteries to store more energy on Fulgora.
Moreover, they'll be necessary to charge up lithium batteries once they are unlocked, because of their very high capacity.
40 electrolyte
+ 4 EM Coils
+ 2 supercapacitors
= 1 electromagnetic analysis pack
[In EM Plant, on Fulgora]
Between the vanilla fulgoran techs, the newly moved IR3 techs and the new items/processes, a lot of recipes have to be tweaked.
1 revolutionary computer
+ 8 diamond cutter
+ 20 steel plates
+ 20 concrete blocks
= 1 recycler
1 large chromed frame
+ 8 advanced motors
+ 24 EM coils
+ 20 reflective holmium plates
+ 40 refined concrete blocks
= 1 EM Plant
1 basic circuit
+ 4 supercapacitors
+ 12 superconductor
+ 20 steel plates
= 1 tesla gun
1 chromed turret base
+ 6 gyroscopes
+ 10 supercapacitors
+ 20 superconductors
+ 20 reinforced chromed plates
= 1 tesla turret
4 revolutionary computer
+ 80 nanofoam
+ 60 reinforced chromed plates
+ 40 supercapacitors
+ 8 advanced engines
+ 2 exoskeletons
= 1 mech armor
1 revolutionary computer
+ 8 supercapacitors
+ 8 nanoglass
+ 8 chromed plates
= 1 personal battery MK3
1 advanced computer
+ 2 steel chromed frame
+ 1 advanced motor
+ 8 brass gear
+ 4 supercapacitor
= 1 personal roboport MK2
Ahh Gleba... The planet where everything spoils. How charming. I've thought up about quite a few changes to spice up its processes!
Gleba has had a few core changes to make it fit in with IR3's processes better. Forestries already fullfil the role of agricultural towers, so they have to go.
Regarding machines fit for Gleba, advanced forestries and gas furnaces are unlocked there, and their use is encouraged.
Petrochemical generators can burn biofuel for energy, and natural gas can serve as a secondary energy source as well.
Compared to the other planets, the spoilage mechanic is the one thing that IR3 did not add to its gameplay loop (molten metals, advanced electronic recipes, forestry & plant cultivation, cryogenics and even bioplastics were already part of IR3), so it's the one thing I'll avoid removing.
Natural resources:
Notable tweaks:
Right off the bat, I'll had a bit of challenge to Gleba with new sources of spore. Regular pollution doesn't matter after all, right?
1 nickel
+ 60 ammonia (gas)
=
90 hydrogen (gas)
+ 30 nitrogen (gas)
This gives you a handy way to neutralize spore emissions, which unfortunately require research and consumes nickel.
It's also a great way to get hydrogen for rocket parts.
On Gleba's surface, one can find copper, tin and iron stromatolites, which give their respective bacterias when mined.
1 copper bacteria
+ 1 jelly
= 1 pure copper mineral
+ 50% pure nickel mineral
1 copper bacteria
+ 1 jelly
= 1 pure copper mineral
+ 50% pure nickel mineral
1 copper bacteria
+ 1 jelly
= 1 pure copper mineral
+ 50% pure nickel mineral
This is effectively an alternate form of ore-washing exclusive to Gleba
Optional: Gold bacterias may or may not be added, depending on how interesting gold panning would be to add.
60 glistening water
= 50 water
+ 10% crushed gold
+ 10% gravel
+ 10% silica
[in water cleaner]
This also provide an additional source of silica/gravel, for landfill/glass.
The harvested crushed gold can be processed as usual.
Recipes like "sulfur from spoilage" and "carbon for spoilage" are removed and replaced by a new recipe: Spoilage composting.
6 spoilage
= 1 peat
+ 30 natural gas
+ 30 sour gas
+ 30 ammonia
This effectively makes spoilage a somewhat valuable resource to use, while penalizing you by yielding polluting ammonia.
Peat can be further processed into coke. The ratio is the same as vanilla (6 spoilage = 1 carbon/coke)
Natural gas serves as a direct, better fuel source.
Sour gas can be vented freely or condensed into sulfur. The ratio is better than vanilla (6 spoilage = 3 sulfur, compared to vanilla's 5:1)
Ammonia needs to be handled safely, either by electrolysis or by being turned into fertilizer.
* Peat coking
1 peat
= 1 coke
[in electric/gas furnace]
2 coke
+ 30 oxygen (gas)
= 30 carbon dioxide
Aside from supplying forestries on Gleba, this recipe is pretty useless everywhere else and actively detrimental on Nauvis.
As expected, yumakos and jellynuts can be turned into jelly/mash to make bioflux, biolubricant and nutrients (with no changes to these recipes). However, fruits have quite a few tweaked recipes.
3 wood chips
+ 1 yumako mash
= 1 peat
[in mixer/biochamber]
2 bioflux
+ 8 yumako mash
= 60 ethanol
+ 2 spoilage
[in mixer/biochamber]
Ethanol can be further processed into plastic or rubber using nickel pellets, so no need for a direct recipe.
This recipe keeps the vanilla ratios of bioflux:yumako mash:plastic
1 bioflux
+ 15 jellys
+ 5 yumako mash
= 120 high-octane fuel
This recipe keeps the vanilla ratio of bioflux:jelly:rocket fuel, while match the ratios of liquid high-octane biofuel
[split]
Pentapod eggs are still needed for science and biochambers, however they're also used to craft a new exclusive item: chitin wings!
1 egg
+ 10 nutrient
= 2 chitin wings
+ 1 spoilage
1 coke
+ 1 chitin wing
= 1 graphite
[in alloy furnace]
This makes it easier to craft gas furnaces without relying on imports of heavy oil/graphite/silicon carbide
1 basic circuit
+ 1 pentapod egg
+ 3 Chitin wings
+ 20 ethanol
= 1 organic calculator
[In biochamber, only on gleba]
Used to craft quantum processors as well
1 advanced rotor unit
+ 1 gyroscope
+ 1 organic calculator
+ 10 steel plates
+ 60 ethanol
= 1 capture bot rocket
1 large steel frame
+ 10 biter eggs
+ 30 refined concrete blocks
+ 3 subatomic emitter
+ 3 capture bot rocket
= 1 biolab
10 biter eggs
+ 1 Capture bot rocket
+ 100 fluoroketone
+ 5 subatomic emitters
+ 10 chitin wings
= 1 Captive biter
Of course this recipe is only unlocked with Aquilo.
40 fertilizer
+ 1 bioflux
+ 1 pentapod egg
= 1 agricultural science pack
[In Biochamber, on Gleba]
[spoils into "spoilage" after 1 hour]
1 large iron frame
+ 1 electric rotor unit
+ 20 glass
+ 50 ethanol
+ 1 pentapod egg
= 1 biochamber
[in assembler]
1 advanced circuit
+ 2 advanced motor
+ 6 chromed rod
+ 4 chromed piston
+ 5 jelly
= 1 stacker arm
1 thermionic tube
+ 4 explosives
+ 4 chitin wing
= 1 waterfill explosive
20 concrete
+ 4 heat pipes
+ 30 reinforced steel plates
+ 8 steel beams
= 1 heating tower
1 steel turret frame
+ 1 organic calculator
+ 8 brass gears
+ 4 rocket launchers
= 1 rocket turret
4 revolutionary computers
+ 6 organic calculators
+ 150 steel foam
+ 50 reinforced chromed plates
+ 3 fission reactors
+ 8 exoskeleton
+ 1 rocket turret
= 1 spidertron
10 rubber
+ 4 iron pellets
= 1 toolbelt equipement
The final frontier... before promethium, that is. (No, I have not and will not touch promethium beyond locking transmats behind it.)
Aquilo remains the challenging frozen hell is it in vanilla, but lithium gains a few interesting applications and quantum computers now require actual space logistics from everywhere in the solar system to craft.
Natural resources:
Everything needs heating.
24 crude oil
+ 60 ammoniacal solution
= 4 crushed coal
This crushed coal can then be turned into coke in a furnace.
This replaces the vanilla "solid fuel from ammonia" recipe and locks it to Aquilo.
Liquid ammonia can directly be obtained from Aquilo's oceans. It can be converted into gas easily for chemistry
40 ammonia (liquid)
+ 40 ice
= 1 platform
Pumping up lithium brine lets you extract lithium, however unlike in vanilla the process is tweaked quite a bit.
1 holmium salt
+ 60 lithium brine
+ 60 ammonia (liquid)
= 6 pure lithium mineral
+ 1 pure nickel mineral
+ 60 polluted water
Nickel is used for many chemistry applications, so this process allows you to bypass the need for imports.
Polluted water, while annoying to deal with, can be cleaned to gather sulfur, gravel and silica. The latter two are needed for oil cracking.
1 pure lithium = 15 molten lithium = 1.5 lithium ingot
1 lithium ingot = 1 lithium plate = 4 lithium pellets
Ingots can be smelted directly (in electric furnaces, gas furnaces or blast furnaces), or molten then cast.
Plates can be crafted from plates, or cast from molten lithium.
Pellets must be crafted from ingots.
Access to lithium allow you to make interesting chemical processes and eventually craft lithium batteries.
1 lithium pellet
+ 120 steam
= 120 hydrogen (gas)
+ 60 oxygen (gas)
1 lithium pellet
+ 60 carbon dioxide
= 4 coke
+ 60 oxygen
These processes allow you to extract oxygen from water and to reuse carbon dioxide to get oxygen back, while producing coke.
4 lithium plate
+ 4 nickel pellets
+ 4 steel plates
+ 20 Electrolyte
+ 10 fluoroketone (cold)
= 1 Lithium battery
+ 10 fluoroketone (hot)
1 Lithium Battery
= 1 Charged Lithium Battery
[In any battery charger]
Stack size: 50
Energy capacity: 80 MJ
Vehicle acceleration: 160%
Vehicle top speed: 115%
Gives back uncharged lithium battery
Lithium batteries provides massive energy storage in the form of an item, with absolutely no charge failure rate.
However, their massive energy capacity means they're only reasonable to use with express battery chargers/generators. (See Fulgora section)
Fluorine's main use is making fluoroketone, but now it's also directly involved in quantum processor manufacturing.
2 coke
+ 2 lithium pellet
+ 60 fluorine (gas)
+ 60 ammonia (gas)
= 60 fluoroketone
For the quantum processors, I wanted to expand on its original concept: an end game item made from pieces from every planet, which all need to be shipped to Aquilo and assembled there.
Quantum sensors are made only in Space, but require resources from Aquilo.
This forces you to effectively export resources from all planets to a single factory ship, to then craft the processsors
Quantum sensor
1 miniaturized gate array
+ 1 lithium plate
+ 5 fluorine (liquid)
= 1 quantum sensors
+ 15 fluorine (gas)
[Only in space, in EM Plant/Laser assembler]
1 subatomic particle emitter
+ 1 tungsten doped nanomesh
+ 1 field emitter
+ 1 organic calculator
+ 3 quantum sensors
+ 10 fluoroketone (cold)
= 1 quantum processor
+ 5 fluoroketone (hot)
[In EM Plant, only on Aquilo or in Space]
+ 12 revolutionary circuits
+ 8 quantum processors
+ 1 chromed small frame
+ 1 advanced rotor unit
+ 10 cold fluoroketone
= 1 quantum computer
[In assemblers, anywhere]
20 fluoroketone
+ 8 ice
+ 2 lithium plates
= 2 Cryogenic analysis packs
+ 10 hot fluoroketone
1 chromed large frame
+ 4 advanced engine units
+ 12 heat sinks
+ 40 refined concrete
+ 20 lithium plates
= 1 advanced cryogenic plant
6 superconductive EM coil
+ 8 quantum computer
+ 20 lithium battery
+ 120 tungsten shielding
+ 80 graphite
= 1 fusion reactor
2 quantum computer
+ 60 tungsten shielding
+ 20 superconductor
+ 40 graphite
+ 4 heat pipe
= 1 fusion generator
1 tungsten shielded plate
+ 1 holmium steel plate
+ 8 lithium plates
+ 20 liquid ammonia
= 1 cell
8 quantum computer
+ 24 tungsten radiation shielding
+ 16 graphite
+ 24 holmium steel plate
+ 50 fluoroketone
= 1 portable fusion reactor
200 liquid concrete
+ 4 tungsten beam
+ 4 graphite
+ 4 lithium plate
+ 20 fluoroketone (cold)
= 1 foundation
10 quantum processor
+ 12 chromed plates
+ 4 tungsten gears
+ 8 superconductor
+ 10 cold fluoroketone
= 1 railgun
1 chromed turret frame
+ 2 quantum computers
+ 12 lithium battery
+ 20 tungsten beam
+ 1 superconductive EM coil
+ 100 fluoroketone
= 1 railgun turret
1 EM coil
+ 2 explosives
= 1 Railgun ammo
8 quantum computer
+ 80 reinforced null field plate
+ 1 junction box
+ 3 quantum field ring
+ 24 chromed rod
= 1 quantum lab
The cost of promethium science remains unchanged. They still requires quantum processors, biter eggs and promethium asteroid chunks in the same ratios.
10 biter egg
+ 25 promethium asteroid chunk
+ 1 quantum processor
= 10 promethium science pack
Promethium science packs unlock the following tech: