I expected that due to the mechanism of this mod it might be unprofitable to use certain mod machines, because their increased productivity is too low compared to their increased running cost.
At the moment, maintenance works like a kind of "interest rate" on your already built structures. This is something no other mod will take into account, because usually the longterm cost of building a machine slowly approaches zero the longer a machine exists, regardless the initial building cost. To counter this, big mods hide their top tier machines behind extremely expensive recipes, which does not help us as it will completely cripple the player if using this mod. To change all recipes and balance them in regards of productivity gain versus running cost would be an endless endeavor, so i need to find the middle ground between "no cost in the long run" and "crippling cost that hinder all progress". 40% of raw materials into maintenance is way too much, i aimed for like 10 to 20%.
Ok, what now? I lack the experience with big mods and always thought about the ratios and cost in regard to vanilla. Your explanation shows me that
- A: Big mods are a thing and players expect this mod to be balanced also for a game with them
- B: Encouraging the player to build a powerful mall and supply all machines with spare parts are additionally "puzzle" problems that should not turn into resource problems just because you're using big mods
As a result, i will change the calculation for the repair item demand to start with 1% for items once used in recipe (it'll still be necessary to automate those items, but the cost will be 1/10th of what it is now)
The formula will be: Demand percentage = item_count ^ 2
After item count 7 the probability stays at 50%, as it is now.
Thanks again for your insights and your contribution for balancing this mod :)