Industrial Revolution 3: Extra Assets deprecated


Custom assets for IR3 x Space Age. Original assets made by Deadlock989.

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18 days ago
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g Manifesto - Detailed thoughts and concepts on an IR3 x Space Age addon

19 days ago
(updated 13 days ago)

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.

Goals

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.

Why?

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...


Overhaul gameplay changes

Before getting into the specific changes for space and each planet, here are a bunch of changes that will affect everything.

Water-to-Steam Ratio

  • 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

  • Any vanilla form of boiling water (copper boilers, boilers, heat exchangers)
  • Electric water boiling
   3 water
= 30 steam (165°C)
  • Steam cooling (ambient heat exchanger)
  400 steam
=  40 water
[gives hot water (90°) on vulcanus]
  • Polluted steam cooling (ambient heat exchanger)
  400 polluted steam
=  40 polluted water
  • Steam (geothermic exchanger)
  600 polluted steam
+  60 water
= 600 steam
+  60 polluted water
  • Water heating (geothermic exchanger)
  300 polluted steam
+  60 water
=  60 hot water (90°C)
+  30 polluted water

Item Removal & Replacement

The point of these item/fluid replacements are to avoid duplicates, and to stay coherent with the spirit of IR3.

  • Vanilla Molten iron and molten copper are removed and replaced by their IR3 equivalents. (for mods)
    This should be handled by shemp's IR3 Patchset.

  • Carbon obtained from asteroid crushing is replaced by crushed coal.
  • Carbon is renamed peat instead.
  • "Peat" can be directly converted to coke. But unlike crushed coal, it can't be used for coal liquefaction.
  • Recipes that consume carbon as an input will use coke instead.
    Reasoning: Carbon and coke have a similar concept and role: a pure form of carbon usually made from coal.
    "Peat" acts as a middle man to acquire coke while not enabling petrochemistry.

  • Refined concrete blocks are a new item which replace refined concrete in crafting recipes.
    It's meant to be the equivalent of concrete blocks for refined concrete.
  • 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

  • Rail ramp
   8 rails
+ 60 refined concrete blocks
+ 10 steel beams
=  1 rail ramp

  • Tungsten Plates are renamed Tungsten Steel Beams and have a different recipe involving foundry casting.
    The ratio of tungsten used will be the same.

  • Scrap is renamed Fulgoran scrap and can be recycled into 3 subtypes of scraps.
    More detail regarding new fulgoran scrapping mechanics in the Fulgora section.

  • Holmium Solution is renamed Holmium Plating Solution and has a different recipe.
  • Holmium Plates are renamed Holmium Foil and have a different recipe involving electroplating.
    The ratio of holmium needed to make plates is the same.

  • Carbon Fibers are renamed Chitin Wings and have a different recipe locked to Gleba.
  • Chitin wings are made from pentapod eggs in a biochamber.
    Reasoning: "Carbon fibers" are too similar to "Graphene", but Graphene can be made anywhere with plastic.
    To keep the gleban exclusivity and fit thematically, the "chitin wing" is a new item crafted from pentapod eggs.

  • Space Age's Ammonia is renamed Liquefied Ammonia.
  • It can be gasified into IR3's Ammonia, which can be liquefied back.
  • Liquefied ammonia can be stored in gas canisters.
    This follows the IR3 logic of gases while taking into account the fact that IR3 already adds ammonia.

  • Fluorine is now considered a gas. It must be extracted using an electric derrick
  • It can be liquefied, and liquefied fluorine can be stored in gas canisters.
    This follows the IR3 logic of gases.

Overlapping mechanics

  • Deep Space Mining: the addon is made incompatible. Space platforms essentially fulfill the role of deep space mining probes on a much more interesting level.
  • Because of this, cargo transmats are repurposed: they serve as remote inventory interfaces to its surface's cargo landing pad or space station hub.
    Inspired by Landing Pad Remote Access. This opens up design opportunities for mega-bases and mega-ships after dabbling in promethium science.

  • IR3's Electric Crushers and Advanced Crushers can perform basic asteroid crushing recipes.
  • Space Age's "Crusher" is renamed Space Crusher. It can only be built in space and requires tungsten to craft.

  • Foundries cannot melt down metals, but they can cast lava into ores and molten metals into complex shapes.
  • Cheap metal casts with a tiny footprint can also cast metals freely, but only into simple shapes and can't be boosted by modules.
  • Arc Furnaces are the only machines able to melt metals.
  • Both of them are unlocked on Vulcanus and require tungsten carbide to craft.
    The two machines work in tandem to efficiently craft complex metal components, including tungsten components.

  • "Big Mining Drills" are renamed Tungsten drills and can only be made on Vulcanus
  • They are faster and offer a resource drain bonus compared to Advanced Drills.
  • Advanced drills can mine tungsten too.
  • Tungsten drills require metallurgy science to unlock.
    Tungsten drills are a direct upgrade to Advanced drills, but requires them and to have explored Vulcanus to craft them.

  • The Recycler and Scrapper are left untouched.
    The two machines work in tandem to gather resources on Fulgora.
  • Recyclers are necessary to salvage fulgoran scraps of all kinds.
  • Recyclers return 25% of an item's components and keeps/improves their quality.
    It provides high-mid tier components and can grind for quality.
  • Scrappers return 75% of an item's resources as scraps and resets their quality.
    It efficiently extracts low tier resources while wasting quality and complex crafting processes.
  • Anything that can spoil returns spoilage.

  • Agricultural Towers are completely removed
  • Forestries work with several gleban plants, including yumako and jellynut trees.
  • Advanced Forestries are unlocked on Gleba with agricultural packs.
    The overlap between the two buildings' mechanics means one had to go, and the forestry is more interesting.

  • Electromagnetic Plants can perform Laser Assembler recipes alongside the regular assembler variants that may exist.
  • Biochambers can perform mixing recipes.

  • IR3's "Cryogenic Plant" is renamed Basic Cryogenic Plant. It can perform anything it already can in base IR3, and Aquilo specific processes that don't involve items (such as fluoroketone cooling).
  • Space Age's "Cryogenic Plant" is renamed Advanced Cryogenic Plant. It can perform everything the basic cryogenic plant can and all Aquilo specific processes.
    The advanced cryo plant is an upgrade to the basic one, but the basic one offers a alternative with a better footprint.

Outside dependencies

19 days ago
(updated 4 days ago)

Nauvis

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.

  • Subatomic emitter
   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.


Space & Space platforms

Here are my changes in mind for space logistics and space platforms. Assume anything not stated is simply unchanged from vanilla

Overview

  • Cupric asteroid chunks can be collected
  • Asteroid crushing has been streamlined
  • Supplying thrusters requires hydrogen and oxygen obtained through chemistry

Atmosphere

There is no atmosphere in space, so:

  • Air compressors and air purifiers cannot be built on Space platforms.
  • Ambient heat exchangers can't work properly in space. Use chemical plants to heat up liquefied gas or condense steam into water.
  • Air vents still work perfectly fine.

Asteroids

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 asteroid crushing has a chance to give back the asteroid.
  • 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
  • Carbonic asteroid crushing
   1  carbonic asteroid
= 10  crushed coal
+ 50%  silica
+ 20% carbonic asteroid
  • Cupric asteroid crushing
   1  cupric asteroid
= 10  crushed copper
+ 50%  silica
+ 20% cupric asteroid
  • Oxide asteroid crushing
   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)

  • Advanced metallic asteroid crushing
  1  metallic asteroid
= 5  crushed iron
+ 2  crushed tin
+ 5% metallic asteroid
  • Advanced carbonic asteroid crushing
  1  carbonic asteroid
= 5  crushed coal
+ 2  sulfur
+ 5% carbonic asteroid
  • Advanced cupric asteroid crushing
  1  cupric asteroid
= 5  crushed copper
+ 2  crushed gold
+ 5% cupric asteroid
  • Advanced oxide asteroid crushing
  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.


Thrusters

  • Thruster fuel is now made using Hydrogen
  60 hydrogen (gas)
= 75 thruster fuel
  • Thruster oxidizer is now made using Oxygen
  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.

  • Advanced thruster fuel/oxidizer is made with liquified hydrogen/oxygen and calcite
     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.


Chemistry in space

To make up for these changes, there are easier ways to make hydrogen and oxygen (in space only):

  • Wasteful coke gasification
   1 copper pellet
+  2 coke
+ 60 steam
= 60 hydrogen
  • Wasteful water electrolysis
    1 iron pellet
+ 120 steam
=  60 oxygen

These two recipes respect the vanilla ratios of asteroids:"thruster fuel/oxidizer".


  • Regular coke gasification can produce a lot of hydrogen using steam and platinum pellets.
  • Coke gasification (already in IR3)
    1 platinum pellet
+   2 coke
+  60 steam
= 120 hydrogen (gas)
+  30 carbon dioxide (gas)
  • Calcite be used to produce more oxygen from water, alongside natural gas. (More information in the "Vulcanus" section.)
  • Oxygen Extraction from Water
   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.


  • Advanced chemistry will require Lithium pellets. (More info in the "Aquilo" section.)
  • Advanced Water Electrolysis
    1 lithium pellet
+ 120 steam
=  60 oxygen (gas)
+ 120 hydrogen (gas)
  • Decarbonation
   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.


Space analysis packs

To account for IR3's changes in processes, the space science pack recipe is slightly changed from vanilla.

  • Space analysis packs
   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.


Transmats

  • Transmat technologies are unlocked solely with promethium science packs and need promethium chunks to be crafted.
  • Transmats can be used to travel between planets directly, however they need an active transmat with a steady power supply on both sides.
  • Cargo transmats can be used as a direct interface with either the current planet's landing bay or the space platform hub.

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.


Tweaked recipes

  • Space platform starter pack
   1 large chromed frame
+ 60 space platform foundation
+ 40 steel foam
+  8 advanced motors
+  4 revolutionary computers
+  1 radar
=  1 space platform starter pack
  • Space platform foundation
   4 insulated cables
+ 20 steel nanofoam
= 1 foundation
  • Cargo bay
   1 large steel frame
+ 20 steel nanofoam
=  1 cargo bay
  • Asteroid collector
   1 large steel frame
+  8 advanced motors
+ 20 nanofoam
+ 16 steel pistons
=  1 asteroid collector
  • Thruster
   4 advanced engines
+  1 steel frame
+ 11 nanofoam
+  9 reinforced plates
=  1 Thruster
  • Space crusher
   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.

19 days ago
(updated 8 days ago)

Air chemistry

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 Rebalance

  • Air pipes can carry any type of gas. (anything with a cloud icon)
  • Conversely, regular iron pipes cannot carry gas anymore, only liquids. (anything with a droplet icon)
  • 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.


Air Compressors

  • Air Compressors can produce surface specific compressed air when powered.
  • Air Compressors cannot work in space, on Vulcanus nor on Aquilo.

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.

  • The Heavy Duty Air Compressor is a big and sturdy air compressor that can work on any surface (except in space).
  • A heavy duty air compressor take up 3x3 tiles.
  • 1 heavy duty air compressor works as fast as 4 air compressors.
  • Heavy duty air compressor recipe
  4 air compressors
+ 1 advanced computer
+ 8 steel beams
+ 8 air pipes
= 1 heavy duty air compressor
  • Heavy duty air compressors use up Calcite filters to work.
  • Calcite filter recipe
   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 on Nauvis

Air compressors on Nauvis still give regular Compressed air. This nitrogen-oxygen air is necessary to operate blast furnaces.

  • Compressed air can be separated in basic cryogenic plants into liquefied oxygen and nitrogen.
  • Compressed air separation
  120 compressed air
=  20 nitrogen (liquid)
+  10 oxygen (liquid)
[in basic cryogenic plant]
  • Synthetic compressed air can be created on other planets by mixing oxygen and nitrogen
  • Compressed air mix
   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.


Air on Vulcanus

Heavy duty air compressors on Vulcanus yield a thick, sweltering Volcanic Air full of heavy gases.

  • Volcanic air is too hot to separate in cryogenic plants. It must be separated in a chemical plant with a calcite filter.
  • Volcanic air separation
  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 on Fulgora

Air compressors on Fulgora yield crackling Electric air that contains an unusual amount of helium.

  • Electric air separation
  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 on Gleba

Air compressors on Gleba yield a spore filled, Rich Air full of oxygen.

  • Rich air separation
  120 rich air
=  15 oxygen (liquid)
+  10 nitrogen (liquid)
+   5 ammonia (liquid)
[in cryogenic plant]
  • Ammonia cannot be dismissed from these recipes and must be manually handled or vented.
  • This is a problem, because ammonia produces spores when vented, which will attract pentapods to the factory.

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.


Air on Aquilo

Heavy duty air compressors on Aquilo yield a thin, oxygen poor Nitric Air full of ammoniacal vapors.

  • Nitric air separation
  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.

19 days ago
(updated 6 days ago)

Vulcanus

The first planet you'll want to visit! Vulcanus lets you unlock molten metal tech and other applications based on tungsten.

Overview

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.

  • Vulcanus dependant techs: Calcite processing, Heavy duty air compressor, Tungsten carbide, Foundry, Arc furnace (& metal casts), Tungsten steel, Metallurgic analysis pack
  • Metallurgy science dependant techs: Cliff explosives, tungsten drills, asteroid reprocessing (& space crushers), artillery, coal liquefaction, turbo logistics, rail support foundation, Aquilo, Hull section productivity, Artillery upgrades

Natural resources:

  • Ashland trees give peat (can be turned into coke) and rubber when mined instead of carbon.
  • "Sulfuric acid geysers" are replaced by sour gas fissures, which release hot sour gas (>500°C).
  • Ambient heat exchangers turn any steam into hot water (60°C).
    Cold water can still be acquired from solidifying sour gas into sulfur.
  • Diamond bearing rocks can be found on coal patches. Ruby bearing rocks can be found on tungsten patches.
  • Lava can be pumped from the lava lakes. Lava is a source of all metallic ores and stone.
  • Vulcan air is a thick mix of sour gas and fossil gas.

Calcite filters

As said in the "Air Chemistry" section, air on Vulcanus requires heavy duty air compressors and calcite filters, made from calcite.

  • Calcite filter
   1 calcite
+  1 steel plate
= 10 calcite filters
  • The volcanic air obtained must further be filtered using another calcite filter.

Acid neutralization

  • Acid neutralization can only be made with hot sour gas (500°C)
    This locks the recipe to Vulcanus, since sour gas from regular fissures or made through industrial processes aren't hot enough.
  • Acid neutralization
    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.


Oxygen extraction

This is one of the most important recipes on vulcanus, because arc furnaces require oxygen to work.

  • Pure oxygen is the cornerstone of melting metals, unfortunately Vulcanus's atmosphere is devoid of it.
  • Oxygen is instead obtained through making water electrolysis with calcite.
  • Oxygen extraction
   1 nickel pellet
+  2 calcite
+ 60 steam
= 75 oxygen (gas)

This recipe can easily be replicated in space once advanced asteroid crushing is unlocked.


Extracting Ores from Lava

  • Foundries can cast lava into ores and stone using water.
  • Cast iron/tin ores
   500 lava
+  500 water
=    8 iron ore
+    4 tin ore
+   10 stone
+ 4500 hot steam (500°C)
  • Cast copper/gold ores
   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 Metallurgy

  • Tungsten is extremely hard. Ore must be mined with Advanced Drills or Tungsten Drills.
  • You can still gather a bit of it from local rocks or demolisher carcasses.
  • 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.

  • Instead, you must crush tungsten ore/scrap in an Advanced Crusher into Tungsten Grit. (1:1 ratio)

This "tungsten grit" can then be used in 3 different ways:

  • Combined with graphite and sulfuric acid in a chemical plant to make tungsten carbide
  • Compressed into pure tungsten plates in a cubic press
  • Sintered into various tungsten steel components (gears, beams, cutters) with molten steel in a Foundry
    Reasoning: This not only follows real life logic of tungsten production, it also gives several directions in which to use tungsten.

Recipes:

  • Tungsten carbide
   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.

  • Tungsten plate
   4 tungsten grit
=  1 tungsten plate
[in cubic press]

This component is meant to be used with fusion related equipment.

  • Tungsten steel gear
  10 molten steel
+  1 tungsten grit
=  1 tungsten steel gear

This is mostly used for turbo belts and other end game machines

  • Tungsten beam
  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.

  • Other tungsten components include tungsten cutters and tungsten shielding
  • Tungsten cutter
   1 carbide
+ 30 molten steel
+  2 tungsten grit
=  1 tungsten cutter

This is meant to be used for crafting tungsten drills and space crushers.

  • Tungsten shielding
  2 tungsten plates
+ 2 steel plates
+ 2 refined concrete blocks
+ 2 steel rivets
= 1 tungsten shielding

Used mostly in processes involved fusion energy.

  • Tungsten doped nanomesh
    1 tungsten grit
+  1 field effect nanomesh
+  5 nitrogen
=  1 tungsten doped nanomesh
+ 20 nitrogen

Quantum processor ingredient


Molten Metals

Melting metals works as it does in IR3

  • Heat pure metal minerals with pure oxygen in an arc furnace to get molten metals and CO2.
  • Arc Furnace
   1 large chromed frame
+  1 junction box
+  3 graphite electrodes
+ 80 carbide tungsten
+ 80 reinforced chromed plates
=  1 arc furnace
  • Metal cast
  1 steel small frame
+ 4 tungsten carbide
+ 2 steel pistons
= 1 metal cast
  • Foundry
   1 large steel frame
+ 10 pipes
+ 16 rotor units
+ 20 refined concrete bricks  
+ 40 tungsten carbide
=  1 foundry
  • Molten metal can be can be cast directly into components in metal casts or foundries.
  • Metal casts can freely make ingots, plates or rods. They use no energy and take 1x1 tile.
  • Foundries require energy, take more space and can cast any kind of metal component.
    This includes plates, gears, rods, rivets, pistons, reinforced plates, beams, cables, foils.
    This does NOT include pellets.
    This also includes tin palettes, heatsinks, pipes, air pipes, barrels, radiation shielding, diamond cutters.
    And of course, it's the only way to craft tungsten components.

  • Foundries can make rails using tungsten instead of wood.
  • Rail (casting)
    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.


Metallurgy science packs

  • Metallurgy analysis pack
  240 molten brass
+   4 tungsten carbide
+   2 tungsten beam
=   1 metallurgic analysis pack
[In Foundry, on Vulcanus]

Tweaked recipes

  • Turbo transport belt
   1 rubber
+  2 steel plates
+  2 tungsten gears
+  1 steel rod
+ 20 lubricating oil
=  1 belt
  • Turbo underground belt
  11 turbo belts
+  4 steel plates
=  1 underground
  • Turbo splitter
   1 revolutionary circuit
+  2 turbo belts
+  2 steel plates
+  4 tungsten gears
+ 10 lube
=  1 splitter
  • Turbo loader
   2 revolutionary circuits
+  1 small steel frame
+  1 turbo belt
+  8 steel pistons
=  1 loader
  • Turbo stacker
   2 revolutionary circuits
+  1 small steel frame
+  3 advanced motors
+  6 tungsten gears
=  1 stacker
  • Tungsten mining drill: They're more powerful versions of advanced drills
   1 large chromed frame
+  8 advanced engine
+ 16 tungsten cutter
+ 48 reinforced chromed plate
+ 48 tungsten beams
=  1 tungsten mining drill
  • Cliff explosives
   1 pipe
+ 10 explosives
+ 10 calcite
=  1 cliff explosive
  • Artillery shell
   1 advanced circuit
+ 40 explosives
+ 10 tungsten plates
+ 10 reinforced steel plates
=  1 artillery shell
  • Artillery turret
   1 chromed turret chassis
+ 40 tungsten shielding
+ 12 chromed pistons
=  1 artillery turret
  • Artillery wagon
  40 reinforced chromed plates
+ 16 tungsten steel gear
+  1 artillery turret
=  1 artillery wagon

Infinite Research

  • Artillery range, damage and speed
  • Hull section productivity, which includes hull section and steel foam productivity bonuses
    This replaces "Low density structure productivity".
19 days ago
(updated 14 days ago)

Fulgora (part 1)

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.

Overview

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.

  • Fulgora dependant techs: Recycler (& scrap salvaging), Holmium processing, EM Plant, Electromagnetic analysis pack
  • Electromagnetic science dependant techs: Lightning collector, Forcefields (& dependant researches), Battery Mk3, Mech armor, Tesla weapons, Express battery charger, Rail foundation, Aquilo, Electric weapon damage (3+), RCU productivity, Scrap productivity

Natural resources:

  • The main resources of Fulgora are fulgoran scraps, of which exists 3 kinds that produce different items when salvaged.
  • Electronic scraps are the remnants of incredible fulgoran technologies. They can be salvaged into advanced electronic components. They're the only source of holmium ore and scrap.
  • Shiny scraps are glossy metallic parts which haven't lost their luster to time. They can be salvaged into chromed and steel parts, with bits of rare metals and the occasional gems.
  • Construction scraps are the broken remains of fulgoran buildings. They can be salvaged into blocks of stone or concrete, glass panes, construction beams... They also contain a significant amount of frost, which you can gather into ice.
  • Holmium ore can also be gathered from fulgorite.
  • Fulgoran air contains nitrogen, oxygen and helium.
  • The oil oceans provide an infinite source of diluted bitumen.
  • Unfortunately, Petrochemical generators cannot work on Fulgora because of the electric atmosphere.
    This is for balancing reasons. The main energy source on fulgora should be lightning storms.
    Since petrochemistry products are essentially free on fulgora, and pollution there is meaningless, you could just spam petrochem generators for power.

Scrap salvaging

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.

  • All fulgoran scraps need to be salvaged in a recycler for products. These products must be sorted.
  • The resulting items can then either be recycled again into their components at 25% efficiency, or scrapped into basic materials at 75% efficiency.

Electronic scrap gives plenty of advanced electronic products, either fully finished (circuits) or half-way crafted (thermionic tubes, triodes, etc).

  • Electronic scrap is the main source of holmium. All other kinds of scrap have a low chance to provide some holmium ore.
  • Electronic scrap salvaging
   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
  • Scrapping the salvaged products yields mainly copper, tin, glass, gold and lead, with some iron and steel.
  • The salvaged components can easily be assembled into circuits right after extraction.
  • Pulse lasers bypass the need for rubies.
  • Field effectors are high tech, but too advanced to be useful before unlocking supermagnets.

Shiny scrap gives a lot of rare metallic parts, such as chromium plated parts, pellets of nickel/platinum, and electrum.

  • Shiny scrap salvaging
   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
  • Scrapping the products of shiny scrap gives mainly steel, glass and brass, with a little bit of copper, tin and gold.
  • The electrum crystals can directly be used to craft components, bypassing the need for gold/platinum mineral.
  • Diamond cutters bypass the need for diamonds and can be scrapped into brass for gears.
  • Scrapping chromed parts or steel foam will yield steel, but lose the chromium/nickel that was used to make them.

Construction scrap provides construction components, such as bricks, concrete blocks, walls, wooden beams and iron beams.

  • Construction scrap is the main source of water through ice.
  • Construction scrap salvaging
   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
  • When further scrapped, these products yield mainly stone, concrete scraps, wood chips and bronze, with traces of copper, lead, iron and steel.
  • Scrapping nanoglass yields glass, but wastes the nanoglass crafting process.
  • The bronze can be used to make more brass.
  • Wood chips can be combined with heavy oil in a mixer to make wooden beams. (a necessary ingredient in rails)
  • Composite wood beams
   2 wood chips
+ 10 heavy oil
=  2 wooden beams

Final word:

  • The three types of scrap appear as separate ore deposits, inciting the player to set up several scrapping centers to pick and choose what scrap they want to salvage and in what quantity.
  • Vanilla fulgoran scraps can be salvaged equally into either type of scraps. They don't generate as ore deposits anymore, only as drops from fulgoran buildings.
  • Fulgoran scrap salvaging
   1  fulgoran scrap
= 30% electronic scrap
+ 30% shiny scrap
+ 30% construction scrap

Holmium processing

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.

  • Holmium ore is not processed like regular ores: it must be crushed or washed into holmium salts.
  • Holmium ore crushing
  1 holmium ore
= 2 holmium salts
[in any crusher]
  • Holmium ore washing
   1 holmium ore
+ 10 water
=  4 holmium salts
+ 10 polluted water
[in ore washing plant]
  • Holmium salts are then used to make Holmium plating solution, Electrolyte or to extract Lithium (see Aquilo section).
  • Holmium plating solution
   4 Holmium salt
+ 20 Sulfuric acid
+ 20 Water
= 40 holmium plating solution
  • Electrolyte
  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.

  • Holmium-plated foil
   1 copper foil
+ 10 holmium plating solution
=  1 holmium-plated foil
  • Reflective holmium plate
   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
  • Holmium TVS Diode
   1 silicon
+  1 holmium foil
+  1 gold-plated wire
+  5 helium (liquid)
=  2 holmium TVS diode
+ 20 helium (gas)
  • Super capacitator
   2 holmium TVS diodes
+  2 superconductors
+  3 steel plates
+ 10 electrolyte
=  1 supercapacitor

[split]

19 days ago
(updated 8 days ago)

Fulgora (part 2)

Everything I had in mind just couldn't fit on one message

Supermagnets & Force fields

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.

  • Superconductive EM Coil
  160 superconductors
+  16 gold wire
+  16 chromed plates
+   4 chromed rivets
=   1 superconductive EM Coil
[in EM plants]
  • Supermagnets don't have a different crafting recipe, but can only be built on Fulgora.
  • Field aligned crystals don't have a different crafting recipe.
  • Field effector have a different crafting recipe, which is surface locked to Fulgora.
  • Aside from their use in advanced force field technology, force field effectors are necessary components of Quantum processors.
  • Field effector
  1 revolutionary circuit
+ 1 reinforced null field plate
+ 6 superconductors
+ 1 field aligned crystal
= 1 field effector

Express battery charger & generator

Since IR3 nerfs accumulators and adds an interesting battery charger/discharger system, a new building is unlocked on Fulgora.

  • The Express battery charger and Express battery generator are buildings that work in tandem to provide extremely quick battery charge and discharge.
  • They work 4 times faster than the advanced battery charger & generator.
  • Express battery charger (Power usage: 5MW ; Crafting speed: 8)
  1 large chromed frame
+ 1 junction box
+ 2 superconductor
+ 4 capacitors
= 1 express battery charger
  • Express battery generator (Power consumption/output: 5MW)
  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.


Electromagnetic science packs

  • Electromagnetic analysis pack
  40 electrolyte
+  4 EM Coils
+  2 supercapacitors
=  1 electromagnetic analysis pack
[In EM Plant, on Fulgora]

Tweaked recipes

Between the vanilla fulgoran techs, the newly moved IR3 techs and the new items/processes, a lot of recipes have to be tweaked.

  • Recycler
   1 revolutionary computer
+  8 diamond cutter
+ 20 steel plates
+ 20 concrete blocks
=  1 recycler
  • Electromagnetic Plant
   1 large chromed frame
+  8 advanced motors
+ 24 EM coils
+ 20 reflective holmium plates
+ 40 refined concrete blocks
= 1 EM Plant
  • Tesla Gun
   1 basic circuit
+  4 supercapacitors
+ 12 superconductor
+ 20 steel plates
=  1 tesla gun
  • Tesla ammo recipe is unchanged
  • Tesla turret
   1 chromed turret base
+  6 gyroscopes
+ 10 supercapacitors
+ 20 superconductors
+ 20 reinforced chromed plates
=  1 tesla turret
  • Mech Armor
   4 revolutionary computer
+ 80 nanofoam
+ 60 reinforced chromed plates
+ 40 supercapacitors
+  8 advanced engines
+  2 exoskeletons
=  1 mech armor
  • Personnal Battery MK3
  1 revolutionary computer
+ 8 supercapacitors
+ 8 nanoglass
+ 8 chromed plates
= 1 personal battery MK3
  • Energy shield MK2 recipe is unchanged, but since field effectors are items exclusive to Fulgora, it is dependant on its processes.
  • Personnal Roboport MK2
  1 advanced computer
+ 2 steel chromed frame
+ 1 advanced motor
+ 8 brass gear
+ 4 supercapacitor
= 1 personal roboport MK2

Infinite Research

  • Electric weapon damage 4 and up
  • Rocket Control Unit productivity, which includes revolutionary circuit and RCU productivity bonus
    This replaces "Processing unit productivity", since these two items are its equivalent both as a component (revolutionary circuits) and a rocket ingredient (rocket control units).
  • Scrap recycling productivity, which includes all types of fulgoran scraps.
    This does not affect any other recycler or scrapper recipes.
19 days ago
(updated 11 days ago)

Gleba (part 1)

Ahh Gleba... The planet where everything spoils. How charming. I've thought up about quite a few changes to spice up its processes!

Overview

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.

  • Gleba dependant tech: Heating tower, Yumako farming, Jellynut farming, Gold panning, Artificial soil, Biochamber, Composting, Bioflux, Bioflux processing, Bacteria cultivation, Gas furnace
  • Agriculture science dependant tech: Advanced asteroid processing, Waterfill explosives, Peat synthesis, Pentapod rendering, Ammonia electrolysis, Captivity, Biolab, Epic quality, Fish breeding, Advanced Forestry Organic Calculator, Stack inserter, Transport belt capacity, Rocket turret, Spidertron, Aquilo, Health, Plastic productivity, Rocket fuel productivity, Refined flammables (7+), Stronger Explosives (7+), Asteroid productivity

Natural resources:

  • Copper, tin, iron and their secondary minerals can be extracted by cultivating their respective bacterias.
  • Gold on the other hand has to be panned out of the glistening water that can be pumped from "deadskin" marshes.
  • Forestries can work with most of the gleban flora, providing yumako fruits, jellynuts, wood and spoilage.
  • Yumako can be used to make ethanol (and thus plastic/rubber through chemical synthesis) and to make peat (for coke)
  • Jellynuts can be used to make lubricant and high octane fuel
  • Spoilage can be burned (inefficient) or composted, yielding peat (coke), natural gas, sour gas (sulfur) and ammonia.
  • Gleban air contains a lot of oxygen, some nitrogen and traces of ammonia.
  • Fossil gas fissures can be found to extract helium. Other fissures on Gleba include polluted steam fissures.
  • Abundant stone patches can be found on the highlands. They might have a few gem bearing boulders.

Notable tweaks:

  • Gas furnaces have been buffed: they have a crafting speed a 3 for a fuel consumption of 60 kW.
    This means that a gas furnace consumes as much as an electric furnace with two tier two efficiency modules, while working as fast as if boosted by a tier one speed module. They're a significant upgrade, if you accept that you can't use modules with them.
  • Most organic products have had their fuel value nerfed.
    The point of this is to encourage using alternative means of power instead of heating tower spam.
    Heating towers can still serve as massive spoilable sinks.

Spores

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?

  • Forestries which cultivate Jellynuts and Yumako produce a bit of spore each time they harvest fruits.
  • Ammonia produces spores when vented or spilled, at the same rate carbon dioxide produces pollution.
    Reasoning: "Spores smell like ammonia, that's what pentapods are attracted to."
    This change, coupled with the addition of ammonia in several processes, adds some challenge to spoilage handling and air extraction.
  • Fertilizer also produces spores when spilled, at half the rate of ammonia.
    This is to prevent abusing fertilizer production & spills to neutralize spore emissions.
    Using fertilizer to supply advanced forestries produces much less spores than spilling it.
  • Ammonia can be separated into nitrogen and hydrogen through electrolysis. These gases produce no spore when vented.
  • Ammonia electrolysis
   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.


Extracting metals from bacteria

On Gleba's surface, one can find copper, tin and iron stromatolites, which give their respective bacterias when mined.

  • Metallic bacterias spoil into their respective pure mineral after 1 minute.
  • 1 copper bacteria => 1 pure copper mineral
  • 1 tin bacteria => 1 pure tin mineral
  • 1 iron bacteria => 1 pure iron mineral
  • Metallic bacterias can of course be cultivated in biochambers using bioflux, multiplying them by 4 (same as vanilla).
  • Metallic bacteries can be stimulated in biochambers using jelly to obtain their respective secondary pure ore.
  • Copper bacteria stimulation
   1  copper bacteria
+  1  jelly
=  1 pure copper mineral
+ 50% pure nickel mineral
  • Tin bacteria stimulation
   1  copper bacteria
+  1  jelly
=  1 pure copper mineral
+ 50% pure nickel mineral
  • Iron bacteria stimulation
   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.


Panning for gold

  • Instead of using bacterias, gold can be obtained by filtering glistening water in a polluted water cleaner.
  • Glistening water can be pumped only from light deadskin marsh and deadskin marsh
  • Glistening water filtering
  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.


Spoilage handling

Recipes like "sulfur from spoilage" and "carbon for spoilage" are removed and replaced by a new recipe: Spoilage composting.

  • Spoilage composting can be performed in refineries only. The recipe takes a bit of time, but provides more value than just burning the spoilage.
  • 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]

Gleban forestry

  • Forestries work with a whole host of Gleban plants to provide their resources, allowing you to gather jellynuts, yumakos, wood and spoilage as you please, based on the amount of corresponding trees around.
  • Forestries automatically harvest and replant the tree specie they tend to, doing so more efficiently as the amount of trees surrounding them increases.
    The only exception would be boompuffs, since destroying them causes an explosion.

  • Forestries will prioritize yumako/jellynuts over wood, and wood over spoilage.
  • Forestries will produce spores if they are tending to Yumako trees or Jellystems.
  • Nauvisian trees cannot be planted on Gleba.

  • Advanced forestries are unlocked on Gleba.
  • To facilitate supplying advanced forestries, carbon dioxide can be made through controlled combustion in chemical plants.
  • Controlled combustion
   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.


Fruit uses

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.

  • Extra coke can be acquired through artificial peat
  • Artificial peat
  3 wood chips
+ 1 yumako mash
= 1 peat
[in mixer/biochamber]
  • "Bioplastic" is replaced by Yumako fermentation, which produces ethanol
  • Yumako fermentation
   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

  • "Biofuel" is replaced by Organic high octane fuel
  • Organic high octane fuel
    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]

16 days ago
(updated 8 days ago)

Gleba (part 2)


Pentapod husbandry & rendering

Pentapod eggs are still needed for science and biochambers, however they're also used to craft a new exclusive item: chitin wings!

  • Chitin wings are a new item exclusive to Gleba. They don't spoil.
  • Chitin wing
   1 egg
+ 10 nutrient
= 2 chitin wings
+ 1 spoilage
  • Chitin wings are a handy source of graphite.
  • Bio-graphite
  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


  • Chitin wings are necessary ingredients to craft bio-compatible ingredients, such as organic calculators or capture bot rockets.
  • Organic calculator
   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

  • Capture bot rocket
   1 advanced rotor unit
+  1 gyroscope
+  1 organic calculator
+ 10 steel plates
+ 60 ethanol
=  1 capture bot rocket
  • Biolabs
   1 large steel frame
+ 10 biter eggs
+ 30 refined concrete blocks
+  3 subatomic emitter
+  3 capture bot rocket
=  1 biolab
  • Captive biter nest
   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.


Agricultural science packs

  • Agricultural analysis pack
  40 fertilizer
+  1 bioflux
+  1 pentapod egg
=  1 agricultural science pack
[In Biochamber, on Gleba]
[spoils into "spoilage" after 1 hour]

Tweaked recipes

  • Biochamber
   1 large iron frame
+  1 electric rotor unit
+ 20 glass
+ 50 ethanol
+  1 pentapod egg
=  1 biochamber
[in assembler]
  • Stack inserter
  1 advanced circuit
+ 2 advanced motor
+ 6 chromed rod
+ 4 chromed piston
+ 5 jelly
= 1 stacker arm
  • Waterfill explosives
  1 thermionic tube
+ 4 explosives
+ 4 chitin wing
= 1 waterfill explosive
  • Heating tower
  20 concrete
+  4 heat pipes
+ 30 reinforced steel plates
+  8 steel beams
=  1 heating tower
  • Rocket turret
  1 steel turret frame
+ 1 organic calculator
+ 8 brass gears
+ 4 rocket launchers
= 1 rocket turret
  • Spidertron
    4 revolutionary computers
+   6 organic calculators
+ 150 steel foam
+  50 reinforced chromed plates
+   3 fission reactors
+   8 exoskeleton
+   1 rocket turret
=   1 spidertron
  • Toolbelt equipement (unlocked on Gleba)
  10 rubber
+  4 iron pellets
=  1 toolbelt equipement

Infinite research

  • Health
  • Asteroid processing productivity
  • Plastic productivity
  • Stronger explosives (7+) and Refined flammable (7+)
  • "Rocket fuel productivity" now instead affects recipes that produce hydrogen and oxygen
    This is because "rocket fuel" aka high octane fuel, is not used in rocket parts anymore. However, hydrogen and oxygen are used in rocket parts, and also for making thruster fuel/oxidizer, so this research is much more useful.
13 days ago
(updated 6 days ago)

Aquilo

The final frontier... before promethium, that is. (No, I have not and will not touch promethium beyond locking transmats behind it.)

Overview

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.

  • Aquilo dependant techs: Lithium processing, Advanced Cryogenics (advanced cryogenic plant), Cryogenic analysis pack
  • Cryogenic science dependant tech: Captive biter nest, Lithium batteries, Legendary quality, Quantum processors, Quantum lab, Rocket part productivity, Fusion reactor, Railgun, Portable railgun, Promethium analysis pack

Natural resources:

  • Aquilo is still a frozen hell with very few resources available. Most processes will require a space station to supply them with foreign inputs.
  • Aquilan air is thin, mostly filled with ammonia vapor, some oxygen and significant amounts of helium. It needs a heavy duty air compressor to be gathered.
    [Alternative idea: air extraction can't happen on Aquilo. Instead, oxygen must be acquired through water electrolysis.]
  • Pumping the ammonia oceans yields ammonical solution which can be separated into ice and liquid ammonia.
  • Mixing crude oil with ammonical solution gives crushed coal
  • Lithium brine wells may appear on the glaciers, containing dissolved traces of lithium and nickel.
  • Fluorine gas vents dot the icy surfaces. Fluorine is mainly used as an ingredient to make fluoroketone.
  • Oil wells can still be found, but regular oil processing might be harder to set up...
  • Fossil gas fissures have been spotted as well, providing an easy source of natural gas (which can be refined into ethanol), nitrogen and helium.

Frozen factory

Everything needs heating.

  • Ambient heat exchangers still work fine, as long as they're heated up enough.
  • An easy source of solid fuel on aquilo is crushed coal obtained through mixing ammoniacal solution with crude oil.
  • Crude oil solidification
  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.

  • Lithium chemistry will unlock ways to produce high octane fuel using ammonia and ethanol.

Ammonia processing

Liquid ammonia can directly be obtained from Aquilo's oceans. It can be converted into gas easily for chemistry

  • As expected, ice platforms are made with liquid ammonia and ice.
  • Ice platform
  40 ammonia (liquid)
+ 40 ice
=  1 platform
  • Reminder: Ammonia can still be cracked into nitrogen + hydrogen using nickel

Lithium extraction

Pumping up lithium brine lets you extract lithium, however unlike in vanilla the process is tweaked quite a bit.

  • Mixing lithium brine with liquefied ammonia and electrolysing it with holmium lets you extract both lithium and nickel.
  • Lithium extraction
   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.

  • Lithium can be made into ingots, then used either to make lithium plates or lithium pellets (for chemistry).
  • Ratios
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.


Lithium Applications

Access to lithium allow you to make interesting chemical processes and eventually craft lithium batteries.

  • Water electrolysis
    1 lithium pellet
+ 120 steam
= 120 hydrogen (gas)
+  60 oxygen (gas)
  • Decarbonation
   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.

  • Lithium battery are compact batteries with a high energy capacity and perfect recharge rate.
  • Lithium battery
   4 lithium plate
+  4 nickel pellets
+  4 steel plates
+ 20 Electrolyte
+ 10 fluoroketone (cold)
=  1 Lithium battery
+ 10 fluoroketone (hot)
  • Charged Lithium Battery
  1 Lithium Battery
= 1 Charged Lithium Battery
[In any battery charger]
  • Charged lithium battery stats:
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 extraction & chemistry

Fluorine's main use is making fluoroketone, but now it's also directly involved in quantum processor manufacturing.

  • Fluorine needs to be extracted with electric derricks instead of pumpjacks.
  • Hot fluoroketone
   2 coke
+  2 lithium pellet
+ 60 fluorine (gas)
+ 60 ammonia (gas)
= 60 fluoroketone
  • Cold fluoroketone is made by cooling hot fluoroketone in any cryogenic plant.
  • Fluorine can be liquefied (gas:liquid ratio is 4:1) and exported off world.

Quantum processors

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.

  • Subatomic particle emitter are made only on Nauvis.
  • Tungsten doped nanomesh are made only on Vulcanus.
  • Field effectors are made only on Fulgora.
  • Organic calculators are made only on Gleba.
  • 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]
  • Quantum processor
   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]
  • Quantum computers are the pinnacle of computer engineering, a sub component mostly used in machine recipes.
  • Quantum computer
+ 12 revolutionary circuits
+  8 quantum processors
+  1 chromed small frame
+  1 advanced rotor unit
+ 10 cold fluoroketone
=  1 quantum computer
[In assemblers, anywhere]

Cryogenic science packs

  • Cryogenic analysis packs
  20 fluoroketone
+  8 ice
+  2 lithium plates
=  2 Cryogenic analysis packs
+ 10 hot fluoroketone

Tweaked recipes

  • Advanced cryogenic plant (aka Space Age's cryogenic plant)
   1 chromed large frame
+  4 advanced engine units
+ 12 heat sinks
+ 40 refined concrete
+ 20 lithium plates
=  1 advanced cryogenic plant
  • Fusion reactor
    6 superconductive EM coil
+   8 quantum computer
+  20 lithium battery
+ 120 tungsten shielding
+  80 graphite
=   1 fusion reactor
  • Fusion generator
   2 quantum computer
+ 60 tungsten shielding
+ 20 superconductor
+ 40 graphite
+  4 heat pipe
=  1 fusion generator
  • Fusion power cell
   1 tungsten shielded plate
+  1 holmium steel plate
+  8 lithium plates
+ 20 liquid ammonia
=  1 cell
  • Portable fusion reactor
   8 quantum computer
+ 24 tungsten radiation shielding
+ 16 graphite
+ 24 holmium steel plate
+ 50 fluoroketone
= 1 portable fusion reactor
  • Foundation
  200 liquid concrete
+   4 tungsten beam
+   4 graphite
+   4 lithium plate
+  20 fluoroketone (cold)
=   1 foundation
  • Railgun
  10 quantum processor
+ 12 chromed plates
+  4 tungsten gears
+  8 superconductor
+ 10 cold fluoroketone
=  1 railgun
  • Railgun turret
    1 chromed turret frame
+   2 quantum computers
+  12 lithium battery
+  20 tungsten beam
+   1 superconductive EM coil
+ 100 fluoroketone
=   1 railgun turret
  • Railgun ammo
  1 EM coil
+ 2 explosives
= 1 Railgun ammo
  • Quantum lab: a better version of the lab added by IR3. Same stats as the biolab, but possesses 8 module slots and can be built only in space.
   8 quantum computer
+ 80 reinforced null field plate
+  1 junction box
+  3 quantum field ring
+  24 chromed rod
=   1 quantum lab

Infinite research

  • Rocket part productivity
  • Railgun shooting speed
  • Railgun damage (doesn't require cryogenic science directly)
6 days ago

Promethium research

The cost of promethium science remains unchanged. They still requires quantum processors, biter eggs and promethium asteroid chunks in the same ratios.

  • Promethium analysis packs
  10 biter egg
+ 25 promethium asteroid chunk
+  1 quantum processor
= 10 promethium science pack

Promethium science packs unlock the following tech:

  • Teleportation, a one time research which unlocks both Transmats and Cargo Transmats
    Transmats don't require promethium to craft, they just need it to be unlocked.
    They keep their recipes/assets from IR3 and deep space mining.
  • Research productivity (infinite tech)
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