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There has been a lot of discussion on the numbers, units, and the science not being correct.
So I have taken to considering this game as a terraforming game and not a terraforming sim.
I am a lot happier that way. Also if this was a terraforming sim the entire process would be a lot more of a slog and not fun for many people.
I just started over with 1.0, but before 1.0 dropped I would just build 8 of the best of heat and pressure with a T2 optimizer and 3 fuses. It all contributes to the general TI. For plant and oxygen I did 35 T3 tree spreaders with shreox tree seeds with 2 T2 optimizers, 1 for plants and 1 for oxygen.
And 35 tree spreaders because I could carry 35 tree seeds. Once I started placing the tree seeds everything grew together so it was hard to get in to the spreaders. I would just place everything as close together as I could over near the ring gate.
You talk about 35 T3 tree spreader close. I was under the impression that a minimum distance (green ring) was required between 2 spreaders. Is that just cosmetic ? It sure get complicated to maximise Optimizers coverage.
It's just cosmetic to help visualize what kind of area the spreader will produce growth in. Equipment will not interfere with each other. Also, spreaders and the like will still produce their full respective terraformation/biomass types - as long as they have a seed/egg/whatever in them - no matter how much actual growth is being made or is visible.
Optimizers and auto-crafters, the outer set of green rings will show their maximum effect range and the inner set are pretty much just cosmetic. There is no minimum ranges.
Mechanics to level off or reverse runaway terraforming could be in order here.
Wouldn't have to look or play any different, just a change from increasing levels to maintaining/lowering them.
Could be done with one building that controls output or several that reduce specific things.