feedback for Balancing Iteration Mod
Under Consideration
I feel like the general ground voxels should have a little bit different yield: both silicon and nickel for soil/sand; higher nickel for soil, higher silicon for sand, And for rocks; MOSTLY iron, with a tiny bit of silicon and nickel.
Also, maybe a slight decrease in yield overall
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Yield can vary depending on the type of voxel you’re mining. Not all rocks are the same, and not all soils are equal. The most common materials might give you lower yields, while rarer variants could be richer and more concentrated. This promotes exploration from the very beginning, and knowledge starts to matter. You can still start anywhere, but gathering iron from one type of soil might be noticeably slower than from another. Some soils might give you nickel, while some rocks can give you iron, or even mix of resources.
Pure ore deposits could appear more frequently beneath certain voxel types and biomes. This makes resource hunting neither completely random nor fully predictable. Instead of wandering aimlessly with an ore detector, you begin to learn where to look first. Even non-basic resources like copper or cobalt could be tied to specific regions and be found inside rare "environmental voxels", with larger, pure-ore deposits hidden below.
All resource generation should remain randomized per world, so exploration always feels fresh. There’s no excitement in knowing exactly where everything is. Finding a rich resource area should feel like a real achievement. And once you do find one, it can become a long-term asset. You can establish a mining outpost and rely on it for a very long time - possibly eliminating the need to search for that resource again.
With automation, you could set up systems that primarily process environmental voxels, occasionally uncovering smaller pure deposits. Even if those voxels are less concentrated, their sheer volume can sustain large-scale operations over time. For rarer materials like gold or silver, more advanced scanning technology might be required. That creates a natural progression: leave your starting planet, acquire better tools, then return better prepared to uncover its hidden potential.
Exploration can also be guided in subtle ways. Encounters like abandoned mines or mining outposts might hint at valuable locations, giving you rough coordinates—but only if you already have the tools to take advantage of that information. You’re never forced into a single path. You can manually mine with small ships or even by hand, or invest in automation and shift your focus to other aspects of survival.
This system also opens the door to specialization. Even basic resources become valuable if you can produce them efficiently at scale. You might focus on a few key materials and trade for the rest. Planets are perfect for this kind of long-term mining/industry. While they may seem less convenient at first compared to zero-G mining, they can compete in the mid to late game.
One more advantage of planets could be concrete. Certain rock types could yield materials used to produce it, offering a much cheaper way to build large structures and infrastructure—saving valuable metals like iron for more advanced uses.
Yield can vary depending on the type of voxel you’re mining. Not all rocks are the same, and not all soils are equal. The most common materials might give you lower yields, while rarer variants could be richer and more concentrated. This promotes exploration from the very beginning, and knowledge starts to matter. You can still start anywhere, but gathering iron from one type of soil might be noticeably slower than from another. Some soils might give you nickel, while some rocks can give you iron, or even mix of resources.
Pure ore deposits could appear more frequently beneath certain voxel types and biomes. This makes resource hunting neither completely random nor fully predictable. Instead of wandering aimlessly with an ore detector, you begin to learn where to look first. Even non-basic resources like copper or cobalt could be tied to specific regions and be found inside rare "environmental voxels", with larger, pure-ore deposits hidden below.
All resource generation should remain randomized per world, so exploration always feels fresh. There’s no excitement in knowing exactly where everything is. Finding a rich resource area should feel like a real achievement. And once you do find one, it can become a long-term asset. You can establish a mining outpost and rely on it for a very long time - possibly eliminating the need to search for that resource again.
With automation, you could set up systems that primarily process environmental voxels, occasionally uncovering smaller pure deposits. Even if those voxels are less concentrated, their sheer volume can sustain large-scale operations over time. For rarer materials like gold or silver, more advanced scanning technology might be required. That creates a natural progression: leave your starting planet, acquire better tools, then return better prepared to uncover its hidden potential.
Exploration can also be guided in subtle ways. Encounters like abandoned mines or mining outposts might hint at valuable locations, giving you rough coordinates—but only if you already have the tools to take advantage of that information. You’re never forced into a single path. You can manually mine with small ships or even by hand, or invest in automation and shift your focus to other aspects of survival.
This system also opens the door to specialization. Even basic resources become valuable if you can produce them efficiently at scale. You might focus on a few key materials and trade for the rest. Planets are perfect for this kind of long-term mining/industry. While they may seem less convenient at first compared to zero-G mining, they can compete in the mid to late game.
One more advantage of planets could be concrete. Certain rock types could yield materials used to produce it, offering a much cheaper way to build large structures and infrastructure—saving valuable metals like iron for more advanced uses.
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