I'm newly beginning on Carna. I like the concept of the planet, but I also feel that the arrangement of trigger techs really undermines the experience early on. The main issues are:
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Many techs unlocks recipes that is impossible to be crafted right away, as it requires something either locked further behined, or is provided by another tech that is not a prerequsite. For example, "Processing Algite" unlocks algite ore recipe, but it requires sieving core, which is unlocked by the next tech, and algite-iron alloy requires oxygen, which is locked by an irrelevent tech "Atmospheric Isolation". I can understand why you want to group things this way, but this is extremely confusing in the first playthrough, as the player can easily lose track of what to do next.
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The relationship between the tech effect and its trigger is quite vague sometimes. For example, "Processing Molybdenum" is unlocked by crafting some plasma chunks, but non of the recipes unlocked actually use these chunks. If you want to tell the player to secure a temporary source of intense chunks and coolant chunks by mining rocks, you can do so more explicitly; either "craft chunk of intense plasma" or "mine (one kind of Carna rock that gives chunks)" will fit better here.