Factorio+

by fishbus

A mod that builds upon and tweaks the vanilla experience with a little bit of everything: crafting, furnaces, resources, turrets, vehicles, enemies and weapons. [Built for base 2.1 Factorio - Works with Space Age]

Overhaul
7 hours ago
0.18 - 2.1
34.3K
Transportation Logistics Trains Combat Armor Character Enemies Environment Mining Fluids Logistic network Manufacturing Power Storage

i [Fixed] Gleba Boompuff farming

11 hours ago

Hello,
Boompuff farming on Gleba is a great addition, but it is not usable in the current state for an automated factory. There are two main problems that I can identify:

  1. Boompuff farming is not sustainable
    Currently, the rate of seed return on Boompuffs is 10% (15% with Biochambers). However, each Boompuff tree only returns 2 Boompuffs. This means that Boompuff farming is net negative (1 seed produces on average 0.2 seeds without productivity), and not able to be automated long-term. Even with maximum productivity, this would only be net neutral. This makes aluminum processing tricky to keep automated, because you need to keep a live aluminum bacteria active at all times to not need to cold start it. I would recommend the fruit to seed ratio be brought in line with the other fruits so that it is net neutral without productivity, either by increasing Boompuff ball returns from trees or by increasing the seed return from processing them.

  2. There is no artificial Boompuff soil
    There is no way to increase the size of plantable Boompuff areas, meaning you are stuck with whatever farmable plots that map generation gives you. This frequently means 1-3 plots per agricultural tower, and rarely more than 4. This makes scaling Boompuff farming non-feasible, which is especially problematic given that the Explosives recipe needs high volumes of Blast Sacs. I would recommend adding artificial Boompuff soil to bring it in line with Yumako and Jellynut farming.

The current alternative to Boompuff processing (without shipping from off-planet) is bulk Coal Synthesis. This is doable but drastically increases the amount of Jellynut farms required, because Explosives require 8 coal per unit, which is 9.6 Jellynut without Productivity modules using Iron Bacteria -> Burnt Spoilage -> Coal Synthesis, and that doesn't even include the Spoilage requirement for Sulfur. I would simply rather ship Rocket Fuel from off-planet than triple the size of my Jellynut farms.

11 hours ago

Heya,

Thanks for the SpaceAge feedback, I'll look into improving this based on your feedback in the next update.

7 hours ago

Heya

Should be updated now with v2.12.1

Let me know if these balance changes work for you.

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