A lot of those Space Age suggestions make a lot of sense, especially considering the Big Mining Drill already requires an Electric Mining Drill.
- ✔️Furnace into Foundry makes sense (both kinda smelting machines)
- ✔️Chem plant into Cryo plant makes sense (it's basically a specialized chem plant)
- ✔️Chem plant into Biochamber is the same way (specialized chem plant).
- 🔸While not mentioned, I can see an argument for Assembler 2 into Electromagnetic plant (wouldn't want to make Fulgora feel left out lol). Assembler 2 simply because Assembler 3 would be way too expensive, and I see the EM plant as more of a specalized Assembler 2, rather than a specialized Assembler 3.
For the non-planetary suggestions:
- ❌Hmm, I see Chem plant and Oil refinery as two separate machines with their own separate recipes, no overlap. Same reason I wouldn't do Assembler into Chem plant
- 🔸Steam engine into turbine makes way too much sense, perfectly fits the pattern. Not so sure about the fusion generator part; they are conceptually similar, but hard to justify the vastly different fuel types (water vs plasma)
- ✔️Offshore pump into Pumpjack sounds funny, but conceptually makes sense, and it fits the pattern.
- 🔸Heating tower into Nuclear reactor is a bit of a hard sell, considering the tower is Gleba locked, while the reactor is available on Nauvis. Nuclear into fusion, while these are technically two completely different kinds of chemical reaction (fission vs fusion), it sounds pretty cool and fits the pattern. Fusion is already so far into lategame, adding a nuclear reactor to its recipe is a drop in the bucket.
- ✔️Boiler into Heat exchanger makes sense, fits the pattern
- ❌Logistic into Construction makes no sense to me, I would have assumed the relationship (if any) would be the other way around, since Construction bots are easier to research than Logistic bots (and less useful imo). Regardless, they are basically twins/sidegrades, rather than separate tiers
- ✔️Electric poles all make sense, fitting the pattern
- ❌The 3 basic combinators all require the same ingredients, so I see them more as triplets, rather than distinct tiers, especially as they are unlocked by the same tech. Only one that would have made sense (Selector) already requires multiple Deciders
- ❌Same issue with rail/chain signals; they are twins unlocked by the same tech, and require the same ingredients.
- 🔸Landfill into foundation makes sense, though I think it would either make Foundation too cheap, or just barely more expensive, going from 20 stone to 50 stone (from landfill). I can't really reduce the other ingredients by much. Maybe I make landfill cheaper to accommodate.
- ❌I don't know about the cargo bay into other space platform stuff, since the cargo bay is technically unlocked afterwards (although they do share some ingredients)
- ❌Pistol isn't technically craftable by default (I could give it a recipe, but since you always re-spawn with one, you never need to craft one)
- ✔️Shotgun into combat shotgun makes perfect sense
- ❌Flamethrower into flame turrets.. I don't think it fits the pattern well enough, they aren't exactly "tiers", one is just a handheld variant of the other.
- ❌Laser into tesla.. I think they are two distinct weapon types, rather than tiers. Same reason I wouldn't do gun turret into laser or anything like that.
- ❌Same issue with artillery and railgun
I skipped over the vehicle suggestions, because of one of my other mods, which adds vehicle grids to all of these vehicles. If you were to upgrade from one vehicle to another, you would lose any of the equipment in their grids. While this wouldn't apply to everyone, I'm still a bit hesitant to add this. Maybe disabled by default.
Similar reason why I'm hesitant to add the power armor ones, even though that does make a lot of sense (although light into heavy into modular makes sense). Might also have this disabled by default.
Thank you for all of the suggestion either way, I will look into implementing them when I can!