Graphite & Diamonds

by brevven

Adds elemental carbon items to the game, including graphite, diamonds, graphene, and more. Compatible with Space Age and many other mods. A standalone piece of BZ Mods

Content
5 days ago
1.1 - 2.0
32.5K
Mining Manufacturing

g Some thoughts about Space Age update

2 months ago

Hello, Brevven. I gave Space Age update version of this mod a look-over and now want to share some thoughts and report some bugs.

  1. Supercapacitors now require either activated carbon or graphene. If you play with all of your mods active this locks access to electromagnetic science behind having a base either on Gleba (for graphene) or on Vulcanus (because both of activated carbon recipes use vacuum, which is locked behind Foundry tech). I wanted to know if this is intentional, because it kinda goes against Wube idea of first three planets being playable in any order.

  2. Activated carbon requires 5 chemical plants per each electromagnetic plant making supercapacitors. This seems kinda excessive, considering that all other intermediate products require about 0.5 - 1.2 buildings per plant.

  3. Graphite on Gleba also requires vacuum. This could, in rare cases, lead to player becoming stuck on Gleba, if they decided to visit Gleba before Vulcanus and for some reason (like ship destruction) are unable to import materials for a rocket parts.

  4. Due to graphene becoming a Gleba technology, power armor mk2 is now also locked behind having a base on Gleba. I feel this is too much, considering that your Silica & Silicon mod already locks mech armor behind that planet due to addition of silicone to its recipe. Perhaps graphene in power armor mk2 could be replaced with nanotubes if they're enabled or some form of very low yield graphene recipe could be added to Nauvis?

  5. Space Age carbon fiber is inaccessible, because recipe for polyacrylonitrile doesn't get enabled by any technology. Recipe for ammonia from spoilage is stuck in separate tab in character and assembling machines menus and should be moved to intermediate products. Also, could carbon fiber in Space Age version of the mod use its base game icon?

  6. Mod breaks localization for basic LDS recipe.

Thank you for your work.

2 months ago

Thank you very much for this detailed feedback! I've released an update with some of the quicker fixes but some of the feedback requires more thought or time.

  1. Was not intentional. I've added vacuum unlocks to Advanced oil processing where activated carbon currently unlocks. The unlocks are a bit off progression-wise but I can look into those specifics later, wanted to get rid of the unintended gating quickly.

  2. The idea here is that you can start with activated carbon which is a bad ratio, but when you finally start using graphene it's a much better ratio. So far in space age, I've found 2 or 3 plants making EM science to be more than sufficient well into Aquilo stage, where you already need some amount of interstellar logistics between the planets, so I think this progression should work, but I'm open to change it if it ends up being oppressive.

  3. Same as 1.

  4. I will examine this more closely and think through it, but it's not yet changed in the current update.

  5. Unlock is fixed. Ammonia recipe location is fixed. I will consider adding an option for the icon in an upcoming update. Thematically, it seemed off to me that Space Age carbon fiber is fabric, given that most of the use cases would require a rigid resin binding (with perhaps the exception of toolbelt equipment). So I decided to switch it to a slightly updated version of the icon I used in 1.1.

  6. Fixed

2 months ago

Update on number 4. In Space Age, mk2s do not require graphene, but in vanilla they do. This keeps progression pretty good for both styles I think.

New response