First of all, amazing work with the mod! I'm currently 220 hours into my AngelBob save, and I was just about to head to other planets when I discovered this. This rebalance is exactly what was needed to bridge the gap with Space Age. I have a few questions and observations
I have a technical question regarding the self-sustaining base setup on other planets. To achieve a fully self-sustaining base, is it intended for the player to go through the entire Slag -> Slurry -> Mineral Sludge -> base AngelBobs ores (sphirite, bobmonium etc. "Base AngelBobs" is insane lol)?
Essentially, I am planning to set up a chain with a Crystallizer, Filtration Unit, and Liquefier using circuits to dynamically switch recipes (which is an exciting addition in 2.0!).
Regarding this, I've noticed a few things:
Clay Bricks & Local Infrastructure: Since I need Clay Bricks for basic machines, I’ve been looking into Viscous Mud Water production. I’ve been working on a logic where I can use Ice -> Water -> Dirt Water Electrolysis Recipe -> Slag + Water -> Viscous Mud Water (from my recipe script) to get the process started locally.
Alumina & Ceramic Filters: I noticed a recipe for Alumina (likely from Muluna or your rebalance) which is extremely useful for Ceramic Filters—a core component for the Mineral Sludge process. This seems much more sustainable in space than the Carbon Filters I was initially relying on.
The 'Meteorite' fix: Before finding your mod, I had to script a change to turn Carbonic Meteorites into Coal (to ensure I had ammo and filter material). Now, with the Alumina/Ceramic route, things feel much more robust.
My main question: Is this Slag -> Sludge path the 'standard' design choice for planet-wide self-sufficiency, or are there hidden dependencies on local resources for each planet (like the Seafloor Pump/mud Water chains on Gleba, or a way to get ores in othes planets and i don't now about?) that I should be prioritizing instead? Also, does this bootstrapping logic apply consistently across all planets, or should I expect unique challenges for each one?
Additionally, I’d love to hear your thoughts on long-term sustainability for science production in each planet. While the Slag -> Sludge chain provides basic materials, I’m curious if you designed the mod with the expectation that players would establish fully self-sustaining research bases on every planet, or if the intended design is to keep Nauvis as the primary 'research hub' and use other planets mainly as specialized resource extraction points? Are there specific challenges or 'intended' ways to handle science kit production locally, or is it expected to always rely on logistics back to Nauvis?
Thanks again for the effort you're putting into this!