Salt & Chlorine

by brevven

Adds salt, chlorine and more to the base game. Reworks advanced circuit production. Compatible with Krastorio 2 and Space Exploration. A standalone piece of BZ Mods.

Content
1 year, 5 months ago
1.1
20.6K
Mining Fluids Manufacturing

g Chlorine Consumption via Epoxy creates Salt out of nothing (productivity)

5 months ago

Hey Brevven!
I'm using Salt & Chlorine plus all the other BZ mods together with K2, no other balance changes nor tweaks affecting recipes or modules etc.

I'm finding that producing epoxy w/prod modules (Mk3), produces more Salt as output than the salt that's needed to create the chlorine required for the epoxy.
I didn't realize at first because I was using tier 2 modules and the salt accumulation using those is very slow, but when upgrading to tier 3, my isolated modules producing carbon fiber for LDS started to clog up due to the salt accumulation, and that was when I found out.

Not sure if this qualifies as bug so I didn't want to tag this issue that way!

Best regards o/

5 months ago

Hi! thanks for this report. I will have to look at this balance as I update this to 2.0, not sure exactly when that will be yet.

5 months ago
(updated 5 months ago)

Thanks! No worries, I'm almost done with this play-through now anyways, but it'll certainly be welcomed for the next one!

Since I have your attention and you're thinking about balance, maybe Platinum & Palladium from Noble Metals also need a bit of tweaking, IMO.

When using K2, there are a lot more P&P produced due to high Rare Metals demands than there are ways to consume them. I had to destroy 4 full warehouses of each about 50hs ago in my current game, since I had no other way to get rid of it at that time, and was space constrained so I couldn't just add more warehouses.

Now approaching end game, once I implemented Industrial Catalyst for the end game builds, it's still accumulating, but a bit less quickly... still, Industrial Catalyst is consumed in such low quantities that in the end you'd need a lot of refining and cracking and such to have enough consumption to compensate the production. Specifically when using K2, maybe if there was a way to produce Rare Metals with refractory and enrichment that didn't produce P&P as a byproduct would help (just make it less efficient than the byproduct recipe,) at least that way you could regulate your production according to the accumulated levels. The only Rare Metals recipe available that doesn't produce byproducts is the very first one that uses the raw ore.

(Perhaps I should move this comment to the Noble Metals mod, not sure.)

Best wishes o/

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