Alpha release of Quality Science Patch mod:
Adds more recipes that increase higher-quality science scaling.
Balanced around throughput+machine count needed per quality per science.
Foreman preset and samples are in the mod zip files.
Detailed changelist:
Maximum 1 quality jump
Quality module 3 buffed from 2.5% to 3.25%
Captive biter spawner transfers quality from bioflux to biter eggs, allow 4x non-productivity modules and effects from beacons. They are also hungrier now… (be careful when migrating from vanilla)
Decreased speed module quality penalty to 1/4
Plant towers allows 4x non-productivity modules and effects from beacons (speed module only increase rotation animation speed)
Fish breeding and fish to nutrient recipe now allows productivity modules, fish breeding productivity capped at 205% (slightly positive nutrient loop, ideal for Vulcanus and Fulgora)
Recipes recycling to ingredients instead of input: explosives, biolab, and captive biter spawner.
Recipes added to biochamber:
holmium solution, biolab, capture bot rocket, and coal synthesis.
All normal smelting recipes are added to foundry (e.g brick smelting, iron ore to iron plate)
Ice platform recipe added to cryogenic plant, allows productivity modules, and craft speed increased by 3x.
Cargo wagon and fluid wagon inventory increased by 12.5x
Promethium chunks can be melted and used in the new quality science recipes (legacy recipe still supported)
Non-promethium asteroids are massively reduced in shattered planet route.
Research productivity is now a 60s research (no more double labs)
Reverted all 2.1 casino nerfs.
Many intermediate recipe and their recycling recipe have been scaled up 16x for batch crafting for huge UPS savings.
New Technologies:
Bioflux productivity - increase productivity of bioflux, iron&copper bacteria cultivation, and biosulfur productivity up to 300%
Infinite train brake research