Planet Crucible


Crucible is a high-pressure planet with a crafting chain built around creating metallic hydrogen.

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7 hours ago
2.0 - 2.1
11.4K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Armor Environment Mining Fluids Manufacturing

i K2SO early game feedback

2 days ago
(updated 2 days ago)

I did promise to give a feedback when i start the new playthrough, so here it is :) This time it's with krastorio2 space out (+ null's k2so tweaks + xyrc's k2so enhancement null's fork).

  • As a laser main, i found infinite tech for laser damage being gate behind Crucible's tech a bit annoying. I fully understand why it's done and it makes perfect sense, but Crucible is not the easiest planet, so it puts better lasers quite far ahead. It's not as bad with krastorio since it boosts lasers, but still makes you struggle if you want laser ships. In the regular space age it would probably put laser ship past setting up good base on Crucible.

  • Man, i do like how quality interacts with your mod, it actually makes me very thrilled to engage with quality unlike some other planets cough maraxis cough. Probably because while it's not mandatory, it does give you nice and unique benefits, epsecially with pressure forge not being affected by beacons.

  • Ablative rockets for some reason have lower damage than regular explosive rockets. Is this intentional?

  • Krastorio separates pistol and rifle magazines, along with new sprites. It also boosts the damage of the rifle ammo. This makes ablative bullets weaker than regular yellow ones. Probably a good idea to boost the damage and also update the sprites and name to make it clear if it's for pistol or rifle, ablative ammo doesn't have bullet traces either.

  • MK2 lasers perhaps were nerfed way too hard. Krastorio lasers with max laser shooting speed consume 4MW, while MK2 consume 49MW, while doing only 25% more damage. Even with boosted nuclear power, this kind of power consumption is out of the question until very late game and definitely not worth for simple laser damage. I understand that impact damage is very OP, but that nerf made MK2 laser lens worthless. Perhaps it would be possible to modify power draw depending on the ammo? Also, krastorio boosts laser shooting speed to 2/s, while MK2 remain 1.5/s

  • In krastorio it is possible to use atmospheric condensers to simply generate hydrogen. I remember that generating it was not an easy task since you need it in large amounts and water can be scarce, especially when used for power too. This time i just pasted 200 condensers with efficiency modules for 450/s hydrogen at the cost of 12MW. It is not gamebreaking, at least i don't think so, but you may want to look into it wherever you should allow that way of producing hydrogen. Funny enough, you can't produce oxygen same way, since it is limited by pressure, so you still need to use water separation for rocket fuel (since it requires oxygen).

  • Doped rocket fuel is not affected by rocket fuel productivity, i guess it's intentional, right?

  • Perhaps add a way to generate calcite on the planet, maybe using hydrogen chain to not make it too easy. It just feels like a bit of a curve ball, after you finally get science and research the pump tech just to find out "oh, right, calcite".

Again, thanks for the cool planet, really enjoyed it on the second playthrough as well. I will be back after Aquilo with more feedback.

2 days ago

There is also some weird behaviour but i am not sure what is the cause. I can't connect steam turbine to steam pipeline IF it's already connected to pressure forge, game shows warning about mixing fluid inputs. I can connect them to the same pipeline separately, but not together.

2 days ago

Hey, thanks for the feedback!

  • Maybe it'd make sense to add more levels of pre-infinite laser damage tech that don't require high-pressure science, and are the equivalent of the first 2 or 3 infinite levels of vanilla Space Age.
  • I think the interaction of modules, pressure forges, and metallic hydrogen recipes (especially science) is probably the strongest part of the mod.
  • Ablative rockets are supposed to have the same damage as regular explosive rockets, but with much faster acceleration. I believe the damage being different is just from K2 changing explosive rockets and Crucible not following suit. Should be an easy fix though (same with the bullets; they should be armor-piercing rifle bullets with a little splash damage).
  • I probably did overcorrect laser turret MK2 a bit. It's partly because quality lenses deal more damage, and partly because I put the non-laser lenses behind cryo science. The energy use is partially another missed K2 adjustment. Energy scaling with ammo is a good idea that I believe is supported by the API.
  • I'm conflicted about atmospheric condensation. It can be used to bypass one of the challenges of the planet, so it doesn't really fit the planet's design; but I don't want to be overly restrictive either. Maybe I should prevent it on Crucible on hard difficulty only.
  • Doped rocket fuel intentionally does not benefit from rocket fuel productivity. Since it takes regular rocket fuel as an ingredient, that'd be double-dipping.
  • I've considered adding some way to get calcite locally, but I don't think it quite fits. I worry it'd make the skarn smelting recipes too obsolete, and imply that lava recipes are part of the expected progression rather than an extra bonus. And since iron, copper and stone are not needed for the science pack, scaling them up is already optional.

Thanks again, you always have very thoughtful feedback!

PS the fluid-mixing issue is this 2.1 bug.

2 days ago
(updated 2 days ago)

I think the interaction of modules, pressure forges, and metallic hydrogen recipes (especially science) is probably the strongest part of the mod.

Yeah, so i am definitely stealing lots of your ideas for my promethium overhaul mod...if i ever manage to actualyl make it, lol.

Maybe I should prevent it on Crucible on hard difficulty only.

Would make perfect sense. I did feel a bit cheesy pasting all those condensers.

Since it takes regular rocket fuel as an ingredient, that'd be double-dipping.

Good point.

I worry it'd make the skarn smelting recipes too obsolete

I will shamefully admit that both times i just slapped minimal base to get the access to lava and only then scaled, didn't use skarn much except as a way of liquid disposal since i played without flare stacks allowed. Lava just felt as a much better way of producing stuff. And i did kinda felt the need to scale for the upcycling and making rocket parts. Part of the decision was because using skarn meant using liquids and at that point i kinda balanced their use for the science purpose and didn't want to throw that balance away by introducing another consumers. Maybe i should limit myself in using lava this time, it's not gonna take long to rebuild it, though with additional intermediates that krastorio adds, moltent metal is sure as hell too convenient.

PS the fluid-mixing issue is this 2.1 bug.

Thought it was something like that, thanks for pointing it out.

Thanks again, you always have very thoughtful feedback!

In my experience it takes more skill to handle feedback than to give it, most people just find me annoying :) It is pretty impressive how seriously you take managing your mods, from the way you organize tasks to the fact that you replied to me within an hour on a weekend.

a day ago

Using lava for metal is a legitimate strategy (or else it wouldn't even be possible), it's just important that the mod not accidentally imply it's a required strategy. And requiring calcite for it is following the example of melting ores on Nauvis. It's essential that the planet have its own way to make all the basic resources natively; but that can bypassed (with some extra effort and research) because it can be exhausting to set up so much infrastructure for non-planet-specific resources, especially with lost of planets installed.

7 hours ago

Tracking this here and here.

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