> Basically since the Stable is supposed to be a modern hi-tech facility and the Stable dwellers themselves have had access to modern science it doesn't make sense for them to rely so much on coal to power most things. [...]
1) The Zebra war was about coal (and gems). Stable-tec ponies use spark reactors, though.
2) There already is a prismatic smelter that takes a power talisman to build and doesn't require fuel, except for steel production (which needs carbon).
3) With the trees update we get more charcoal, so I don't have that big of a problem with ponies burning trees for fuel rather than taxing their ancient generators even more. Although canonically, trees in most places are dead.
I think it would be a good idea to add to the prismatic smelter a reaction that takes 1 scrap ore, 1 flux stone (or maybe even a flux stone bar) and 1 coal to make 2 steel bars. It would be much more efficient than the current process an we would miss out on some copper, aluminum, etc as a tradeoff. Plus prismatic smelter needs a power talisman, so it should be good.
In reaction_smelter_prism.txt
[REACTION:STEEL_MAKING_SCRAP_PRISM]
[NAME:make steel bars from scrap (prism)]
[BUILDING:SMELTER_PRISM:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:SCRAP_METAL]
[REAGENT:C:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NONE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NONE:METAL:STEEL][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
I prefer having power talismans being used to build workshops than juggle so many spark batteries at once. I can see some appeal, but for endgame power talismans are better, doubling workshops for spark battery and power talisman versions would be a bit much (although I could simply upgrade the workshops as power talismans become available) and I prefer to think that ponies would prefer to link everything to a generator / central battery bank rather than carry spark batteries everywhere.
> Civilian SATS / military SATS.
I'm in favor of pure solution (either just wearable pipbucks or everypony gets it as part of their CREATURE), but not enough to make a fuss.
> Barrel of dirty water and coal are taken with the batteries, and boom. Get an empty barrel and charged batteries. [...]
This makes no sense whatsoever to me. Besides, we already have a Flux converter that a Unicorn can use to charge a spark battery, while getting a nasty syndrome for a week (an EP would simply die).
Hm, this computer doesn't crash (as much), so I might be able to see how it goes. You basically want me to find and equip a pipbuck and see if it works?
Here is a hint for further testing: Add a workshop "CHEAT" that takes 1 boulder to build and has reactions with no reagents that produce all the stuff you're testing. Make sure to make the IDs for those reaction like this: TEST_PIPBUCK. Then you can easily remove this stuff for release and can test even advanced things within an hour of embarking.
And if you want us to test something, include the link to what you want us to test. I can't speak for the rest of us, but I'm lazy and prone to confusion.
> Magma workshops.
Yeah, remove. I built a big metal industry with magma in FoE, but geothermal doesn't fit FoE much.
> Ok, found out how to make reaction-trigger syndromes work, so those should be done by the end of today.
That's good news. I'll wait then.