Burner Biochamber

by Jtmzac

Adds a burner version of the biochamber that can also make oil based solid fuel, but can only be placed on non-Gleba/agricultural planets (configurable). This preserves the existing Gleba game design, but makes it much better to use on other planets.

Content
14 days ago
2.0
65
Manufacturing

g Feels like a good idea

21 days ago

I feel like usually mods for biochamber that don't use nutrients, are made by people who hate one of the coolest mechanics in game.

And as result all atempts for alternativly powered biochamber I have seen so far just suck.

By restricting it to certain planets, it preserves the intended complexity on agricultural planets where the biochamber has a lot more recipes and the nutrient/spoilage system makes more sense.

And your mod is different.
You clearly want to preserve what makes biochamber cool, and just use it more.
High power consumption (for burner scale) should it even make player feel like fuel usage is similar to nutrient usage.

Have not played it but bookmarked to try it next time.

It feels like good idea, and I thought it would be nice for you to hear it :D

21 days ago

Diesel biochamber when?

20 days ago

It feels like good idea, and I thought it would be nice for you to hear it :D

Thanks!

I do really like the biochamber and it's great on planets designed for it like Gleba. But I kept looking at adding it on other planets when setting up rocket fuel and it never felt right compared to the foundry/em plant.

This mod is still a bit clunky because I don't think there is any perfect solution to this issue. Something has to be comprised to split the balancing between the different planet types and in this case its a boring direct swap recipe to minimise item bloat.

20 days ago

My sollution to this problem was to add recipe to make spoilage from wood that can be later turned into nutrients.
Wood don't spoil and is usually more accessible than nutrients

So Pelagos adds recipe to turn wood into spoilage, also Trenches of fulgora adds spoilage as byproduct of processing holmium sludge.
Raecipes are tuned in a way you don't get a lot of nutrients if using nutrient from spoilage recipes, but it is positive ratio so it is way to setup biochambers without imports from gleba.

Non spoilable item into nutrients would be gamebreaking so spoilage for me felt like good way to do it. I still need to figure out something for Vulcanus and Aquilo. For now I use orbital stations to make wood and then
Wood -> spoilage -> nutrients

So in next run i will primarly try your mod for Vulcanus and aquilo.
I rly like biorefineries on Vulcanus

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