Fluroflux: Stingfrond Agriculture


Bioluminesence is too cool to not grow! Stingfronds can be planted. Harvesting Stingfronds gives nettles, which are processed with Bioflux to make Fluroflux, a slow release dense nutrient. Stingfronds also have uses in neurotoxic ammunitions, great for Gleba!

Content
5 days ago
2.0
294
Manufacturing

g nettles spoils way to quick

7 days ago
(updated 7 days ago)

Hi,
the new version let the nettels spoils way to quick. they didn't arrive at my factory anymore :-(
My nutrient production immediately collapsed with the new version.
The fact that the nettles become seeds is nice because you can set up a fuel farm without any effort, but because of their short shelf life, less than the bacteria, it is impossible to process them in time. especially when you're still running on yellow conveyor belts.

mfg TWS

7 days ago

Yo, I appreciate the feedback - I made them much shorter for balance reasons, they're basically free with no repercussions, due to no spores. I think the idea of the mod went in a early / middle / late game use narrative, where early on, like you say great for power generation, as you transition to the mid-game the bullets are super handy for dealing with the pentapods, but you'll still want rocket turrets eventually. And then late game, where you have to get your bioflux (which typically has quite a good spoil timer) to the farming location, to convert into Fluroflux, which is then also quite stable, for the better nutrients. Perhaps I dialed in the spoil timer too harshly?
I am hesitant to change it too much and would rather give a buff to the Fluroflux, perhaps give it more energy, or make the recipe take less Nettles, and more Bioflux, and gives you more Fluroflux. What do you think?

I've never had any problems with electricity. The green cubes burn really well and practically only cost more spores. And now all my ovens run on rocket fuel. I mainly need the wood to make coal with another mod.
I like it when mods do one thing and do this good and prefer to regulate the balancing via settings, because every modded game looks different.
The spoil time under a minute is really hard. Especially since I can't even find enough stone for landfill to properly lay out the factory yet. Im still on blue scienes.
I haven't tried the ammunition yet because I had to roll the version back, otherwise my whole factory would have died.

7 days ago

Ah yes, I see, well short term fix for you to do now, just go into your mods directory where everything is stored in .zip files and modify the fluroflux prototypes/fluroflux.lua, goto line 297, and change spoil_ticks = 30 * seconds, to however many seconds you want/need, whilst I figure out a better solution, such as incorporating a mod setting (I haven't done this yet, and will need to work it out) or tinkering more with the spoilage timers.

In other news try my slipstacks mod for a nice stone alternative if you are struggling for landfill! Also the Boompuff agriculture is another great way to get wood.

Perhaps the next mod I make will be a simple wood only plant alternative for Gleba too.

5 days ago

Hi again, just so you know, I did some more playing round with the mod, and decided on some balance changes which should address your feedback, happy Stingfrond farming!
In particular, apart from increasing the spoil timer a tiny bit (it is still fast, on par with Bacteria) , you now only need 1 Nettle per other recipe, so its all about getting 1 to the correct building, and furthermore, Fluroflux itself was buffed in general, so it should be easier to make, and last longer. =)

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