Hi!
I really like this mod. I think the idea is great, and I wanted to thank you for this mod, as well as for your other mods. Great work!
I would like to share a few suggestions and ideas. Maybe some of them could be interesting to you.
The first suggestion is about infinite research. As you mentioned in the mod description, adding an infinite research branch could be a good idea. I think this would be especially fitting for artillery and electric weapon research, since unlocking those technologies already requires the Mk2 military science pack. So it would feel logical to also use this science pack for their further infinite research. Ideally, it might even make sense to use the Mk2 military science pack for all infinite military research.
The second point is about the recipe. In my opinion, the current recipe feels a bit too simple. Right now it feels like the classic military science pack with a small chemistry addition — roughly around the level of blue or purple science. But at the same time, it is used to unlock more powerful military technologies, which feel closer in level to Vulcanus, Fulgora, or Gleba science. Because of that, I think the recipe could perhaps be a bit more complex and interesting.
One possible direction would be to add a new unstable ingredient, for example an explosive core. A similar idea existed in the Age of Production mod, where an explosive core could be produced on Vulcanus and used for volcanic science. Maybe that idea could be used as inspiration for a separate version of such an item that can be produced on Nauvis.
The main feature of this ingredient could be its instability. For example, after being produced, the core could start spoiling and explode after one minute, damaging the factory. Something similar existed in the Planet of Moshine mod, where there were unstable cores that had to be processed quickly.
In this version, the player would need to design the production line so that these cores are used in time. If some other science ingredients are missing, the cores would start accumulating and could eventually explode. This would create an interesting logistics challenge: the player would not only need to build the production chain, but also keep all ingredients balanced.
The recipe could also be adjusted so that the number of cores does not directly match the number of produced science packs. For example, the science recipe could require 7 cores, while the cores themselves are produced in batches of 3. This would make the player calculate production ratios more carefully, so that no extra unstable items are left over.
Another option would be to give the core several stages. For example, first a stable core is produced, but it cannot be used in the recipe yet. After some time, it turns into an unstable core, which can be used for the Mk2 military science pack. But if it is not used quickly enough, it explodes. This could add extra tension and make the production of this science pack feel more unique.
I think this kind of mechanic would fit military science very well. The risk of explosions matches the military theme, and it would make the process more interesting than simply assembling another set of standard ingredients that the player already produces everywhere.
It could also be interesting to make the production of the explosive core, or another key ingredient, more complex by adding a byproduct. For example, producing the core could also create some dangerous or inconvenient waste material that needs to be recycled, burned, neutralized, or used in another production chain. This would add another layer of logistics: the player would need to think not only about supplying ingredients, but also about what to do with the waste. Such a mechanic could make the recipe more interesting without simply increasing the number of required input resources.
Another idea would be to keep the current recipe, or use the explosive core idea, but make the Mk2 science pack itself unstable instead of the ingredient. For example, after production, the player receives an unstable Mk2 military science pack, which can explode after one minute. To stabilize it, the player would need to use the old vanilla military science pack. As a result, the player combines the old military science pack with the unstable Mk2 pack and receives a stable Mk2 military science pack.
This approach would preserve the usefulness of the old military science production and connect it to the new version of the pack. A similar idea exists in the Challenging Pack Logistics mod, where some science packs have several states. By analogy, the Mk2 military science pack could have unstable and stable states as well.
Overall, I think this kind of mechanic could make Mk2 military science production more memorable and different from regular production chains.
These are just some ideas and suggestions I wanted to share. Maybe some of them will seem interesting to you or could inspire future development of the mod.
Thanks again for your work and for your interesting mods!