Rubber red science balance

pyanodon's mods are here

Moderator: pyanodon

Post Reply
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Rubber red science balance

Post by BlueTemplar »

Split from the PyAL thread :
viewtopic.php?p=538268#p538268
BlueTemplar wrote:
Tue Feb 16, 2021 4:20 pm
[...]

Here's another one that looks questionable :
Starting rubber stopper recipe vs rubber tech - unlocked rubber stopper recipe :
Screenshot from 2021-02-16 17-18-16.png
Screenshot from 2021-02-16 17-19-09.png
immortal_sniper1 wrote:
Tue Feb 16, 2021 7:55 pm
BlueTemplar wrote:
Tue Feb 16, 2021 4:20 pm
[...]

Here's another one that looks questionable :
Starting rubber stopper recipe vs rubber tech - unlocked rubber stopper recipe :
Screenshot from 2021-02-16 17-18-16.png
Screenshot from 2021-02-16 17-19-09.png
later on the rubber to spoper recip will be better but early on it is not great
BlueTemplar wrote:
Tue Feb 16, 2021 9:16 pm
In which situation would you prefer to have 1.25 coal rather than 0.25 Titanium, 50 Aromatics, 50 Tar/CrudeOil ? (and ~6 MJ, but this might change)

Unless you're talking about green science and better rubber recipes, but then why put the (not-)'better' rubber stopper recipe in the same red science tech that unlocks the first rubber recipe ?
So, this is the current red science rubber recipe, unlocked by Rubber tech :
Screenshot from 2021-02-17 12-27-07.png
Screenshot from 2021-02-17 12-27-07.png (182.59 KiB) Viewed 1446 times
As already mentioned, the optional rubber stopper recipe unlocked by Rubber doesn't seem to be worth it during red science :
Image
Image

But neither seems to be worth it the optional yellow belt recipe, unlocked by Rubber tech too :
Screenshot from 2021-02-17 12-30-28.png
Screenshot from 2021-02-17 12-30-28.png (57.74 KiB) Viewed 1446 times
Screenshot from 2021-02-17 12-32-00.png
Screenshot from 2021-02-17 12-32-00.png (233.71 KiB) Viewed 1446 times
As for the optional engine unit recipe, unlocked by Rubber tech too, it gets the double whammy of the inefficient red science rubber recipe *and* the inefficient red science duralumin recipe !
Screenshot from 2021-02-17 12-35-57.png
Screenshot from 2021-02-17 12-35-57.png (58.38 KiB) Viewed 1446 times
Screenshot from 2021-02-17 12-36-43.png
Screenshot from 2021-02-17 12-36-43.png (241.35 KiB) Viewed 1446 times
BobDiggity (mod-scenario-pack)

immortal_sniper1
Filter Inserter
Filter Inserter
Posts: 771
Joined: Sun Jun 03, 2018 8:54 am
Contact:

Re: Rubber red science balance

Post by immortal_sniper1 »

well later on the rubber will become much cheeper and the rubber recipes will make more sense , regarding the duraluminium and plates you shouls also do the math useing molten metlas

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Rubber red science balance

Post by BlueTemplar »

The issue is that, while the optional stopper / transport belt / engine recipes are available at mid/late-red science, the better (?) rubber recipes which might (?) make them worth it are only available *quite* a bit (as you say) *later* :
- the "next" one is at coal processing 2 (60 green science total),
- the one "after that" is at oil industry machinery 2 (200 green science total).

And molten duralumin is even deeper into green science.

Remember how complex green science is to set up in PyAL ?

That's a looong time to sit on those "alternative" recipes (and therefore high chances for a player to set them up by mistake).

I would therefore recommend to :
- Move these new stopper / transport belt / engine recipes to a new cheap green science tech ( "Rubber 2" ?).
- Maybe make Rubber ("1" ?) tech cheaper to "compensate" ?
BobDiggity (mod-scenario-pack)

Post Reply

Return to “PyMods”