Howdy! I've out about 5 hours into the mod so far and am generally really enjoying playing through and figuring out how things work.
In particular, I really like how you're heavily encouraged by the small starting resource patches to implement loops where you deconstruct items to multiply your base resources.
Everything through the early game went pretty smoothly, but as soon as I started blue science, I felt my progress really grind to a halt. The amount of fish required per science pack seems like it really exploded at blue science and I would say doesn't really match the resource requirements of everything else.
I'm curious to hear what you would expect players to aim for in terms of science/min in this modpack.
In Vanilla, I think 45 science/min is a fairly standard target for players (that's 5 red labs, 6 green, 12 blue, a fairly standard ratio). In order to achieve that here, with each blue science pack requiring 338 fish, it would take 7.6k fish/min. That's 4.2 full red belts! At this point it's starting to become an issue of just routing enough belts. Looking ahead, I can see that it's going to be even crazier at purple and yellow science (yellow science is 12.7 full blue belts of fish at 45 science/min). It just feels a bit ridiculous considering a nuclear reactor is only 506 fish.
So I would personally recommend that you scale down the amount of fish required per science. I think it could be an interesting logistical challenge in a vacuum, but right now I think it's just causing research to crawl along. I think that encourages AFK for research, which I believe is not a very fun gameplay loop.
Also, separate question: Is the mod meant to randomize the recipes in each play through? They are the same for me every time (which I don't think is necessarily a bad thing; it could allow for better balancing).