Divine Journey 2

Divine Journey 2

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Add more fluids to Neromantic Prime (Astral Sorcery pump)

SpookyDay opened this issue ยท 3 comments

commented

Describe the request

I think adding additional fluids that you can get from the Neromantic Prime will help with the balance late game and fits with the progression of the pack from passiving with machines to passiving with other methods such as Mystical Agriculture.

Reasons why this should be changed

I think this is an often overlooked feature of Astral Sorcery and it has the potential to be a nice generation of certain fluids such as:

  • Liquid sunshine
  • Concentrated Cloud Seed
  • Biodiesal (removes the need for late game IE multiblocks)
  • Growth Infusion Liquid (this can be quite OP, perhaps small amounts and a very rare spawn)
  • Molten Alloys (for singularity based alloys that dont have MA seeds like Melodic, Crystalline, Vivid etc.,)

The recipe for the Neromantic Prime could be tweaked to further improve balance (maybe using later resources from Galacticraft) since it is not used in any recipies currently.

Describe alternatives you've considered

No response

Additional context

Fluids are finite from the prime so it will require additional managing to move and reset the prime frequently so it won't be a "place and forget" solution.

Your Divine Journey 2 Discord Username

_spookeh_

commented

Worth noting, I have not finished the pack yet so I'm not aware of any other sources of the above (such as other planets) if any exist.

commented

All of the mentioned liquids can be gotten with machines and I don't think adding a 2nd way just for the theme of automating magic mods is needed, then the new recipes need to be buffed or the old recipes nerfed to make them viable since you could just not use them. The only good aspect would be not needing IE machines and molten Alloys are usually pumped from RFTools dims or you can just keep the machines for the crafting chains. RFTools dims are like ProjectE, mostly to fill buffers quickly if needed.

commented

Like I said, it makes sense to me in the progression - you're moving away from machines with MA. You haven't reached RFTools Dims by the time you get to Astral. The change proposed is just changing a config file AFAIK so its minimal work but if its not needed no big deal either. I'm just looking for a different reason to use mods rather than just as a stepping stone for gates.