hey - super thanks :-)
currently trying out this / setting up some mine fields :-) researching everthing then making them working
i add this to a good run (had send a missle to space, so somewhat playing around and have a good factory which can provide much...)
i give my feedback so far :
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i think the spring is a little bit overflowous as recipe, i would remove it from the recipe of the cage
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i am not sure why the differnt size mines are needed, but as i have also in stalled the biter-power mod which uses only on trap which then catch the biters in various size. its also difficult to set up a mine field with various sizes. so best one size fits it all, though you the biter-power mod hands out different captured biters when the mine explodes (thinking about, if you can check if this mid exist, then using thier captured biters instead would be the easier road i guess)
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the 'size' of the mine could be increased, i think they come from the oirignal mines, but also here i would at least double or tripple the bounding box (obsolete if you are using the biter-power mod ones)
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i don't think if your mod can handle other biters as well, but i would at least try them out, like armoured / explosive / cold biters
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I think with the biter grinders you want to follow the usual setup, so i would suggest to have the MkII (following) using electricity instead burner tech. Also i would try to use a furnace prototype so one can use all caged biters without selection recipes (but don't know if possible designing the various biters with different fuel value and have a distinct furnace using them ?)
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also would try to use this for humidty extractors using for MkII and above the elcetricity to be somewhat in style....
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for MkII humidty extractors you could change to give steam so usable in steam engine and maybe later also turbine?
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i think the biosludge recipes are handing a little much out, here i would probably work with probabilty and have all (maybe other ores from other mods as well) in one recipe using probably (maybe making the probality (ies) as option)
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i feel the uranium ore recipe is a little dangeling, would add to above proposal, or if you still want to this recipe use the centrifuge you can hand out directly to U235 & U238 (i think would be more fitting then)
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im not sure about the dry-blood-filtering recipes, as i think the chemical plant would be more suitable and i think they hand out to much, but i think you have the a good abundance of ores from blood in mind, so i would think making them an option?
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the biter grinder mkIII is far too weak for surviving an onslaught of some larger groups when doing some artillery luring them in. i think there should be some armour plated / faster / aggresiver grinders to survive at least some behemoths also they could be also more expensive as this would be a late game grinder using extra motors. Spiter thought still are problems there, but thats the thing wiht long range spitting ;-) so
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as stated i applying this to a IR3 - it would be reasonable to make this mod hand out the chrytals of the ores instead of the ores itself, but thats some super nice adapting, not really needed as chystals are some late game tech
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obviously the icons can use some love :-)
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futher shower though - if you are connection to the biter-power mod you could take the tired biters for blood extraction
thats much but don't take it to the heart that i wrote much, but i think with this changes it would be a more fitting / streamlined mod
Its your mod after all :-)