This mod aims to make the science packs from Vulcanus, Fulgora and Aquilo more challenging to deliver between planets, in the same vein as Gleba's science pack (which require fast ships because of its spoil time). The goal is to encourage players to design varied and original cargo ships for each planet.
Changes
- Metallurgic Science Packs - The packs from Vulcanus are too dense to stack well and rockets have a harder time lifting them off surfaces !
Metallurgic science packs' stack size in inventories has been drastically lowered. By default, they stack by 20 instead of 200 (this can be changed in the settings), Their rocket capacity has also been decreased from 1000 to 600 (this can also be changed in the settings),. -
Why? - The player is now incentivized to build large cargo ships for Vulcanus, with plenty of cargo bays in order to carry a good amount of metallurgic science packs back to Nauvis. Or plenty of small shuttles. The Vulcanus - Nauvis space route already has plenty of solar energy available, so it shouldn't be that hard to set up and vulcanus is one of the best places easiest places to launch rockets, so a nerf to the pack's rocket capacity felt warranted.
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Electromagnetic Science Packs - Fulgora's science packs are unstable and tricky to use. They must be charged in a 0G environment, to avoid unwanted EM discharges in the factory!
Electromagnetic science packs have to be crafted "discharged" first on Fulgora's surface, then shipped to space to be charged in a second EM Plant (for balancing purposes, the recipe doesn't allow productivity or efficiency bonuses). Discharged packs cannot be used for research purposes! -
Why? - Your science shuttle between Nauvis and Fulgora now needs the necessary infrastructures to charge EM packs in space, including the power setup necessary to keep up with the extra running costs of EM plants. Of course, there isn't as much sunlight between Nauvis and Fulgora, so this is going to be quite a challenge if your flight route doesn't take you closer to the Sun, or if you don't have a nuclear reactor on board.
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Cryogenic Science Packs - Aquilo's cryogenic technologies need to stay cold enough to use for research!
Cryogenic science packs now heat up over time and "spoil" into unusable "hot cryogenic packs" (spoil time: 10 mins). Fortunately, they can be cooled down in a cryogenic plant by consuming ice and using fluoroketone as a coolant (loss-less loop). Reheated packs can also be cooled, at a higher cost (lossy fluoroketone loop). Cooling recipes don't benefit from productivity nor quality bonus. - Why? - At this point, your "last" science ship (we don't talk about promethium science) needs to continuously cool down the science packs during transport. You can either set up a system to harvest space ice and cool down the science packs with fluoroketone (with circuit conditions for better efficiency), or let the packs heat up in your cargo hold.
If you want to hoard cryogenic science packs near your labs on Nauvis (without losing fluoroketone by cooling reheated packs), you'll need to mine and ship ice from orbit to keep your packs properly cooled. It's the final challenge (before Prometheum packs).
Recommended mods
Distance Customizer - Makes these balance changes even more impactful.
Credits
Valent125 - Concept, coding, english/french locales
Supershadow30 - Sprite edits, Thumbnail + Graphs, english/french locales