I like the concept of recycling. But I don't like it much for tailings. The thing with real life tailing is they are a real pile of crap you don't want to deal with. As is said in your video, if you aim for recycling you should think about it when you are creating the product, it makes it a lot easier. Tailings are supposed to be the opposite of that, it's a bunch of really bad crap the producer never intended to recycle.
Of course it might be possible to do something about it, but the thing is, it's a video game with video games mechanics. So if you make it salvageable, then they really won't be much of a problem. The player just have to build a couple of tables, let it run overnight, and no tailings anymore.
So I wouldn't like it mid game. And late game it wouldn't be really useful because everybody is using the blast furnace already. Unless you make the blast furnace produce some tailings too, then we're talking.
I would like to see other wastes introduced. some kind of plastic wastes for instance. Now that durability is a thing, you could introduce a bunch of items that get broken and can't be fixed. And then you have to deal with them or they just fill up tons of space in your chests forever. If you make them not stack I'm sure they could be fairly annoying. And then make the player decide if he want to burn them for cheap, maybe even produce energy with it, but pollute a lot. Or if he want to recycle them by a long process, that takes energy and a lot of space. That would be interesting.
Also on a side note. I don't now where that video comes from,. But what kind of people put a trademark on what they sell as an ecologic principle? I'm a bit puzzled.
This is a very challenging area to balance properly, if you make active work contribute to skills you incentivize grind, and reduce the potential for low-time players.
One solution I believe we will add is a 'difficulty setting' which basically is a multiplier for how fast you get skill points. A server that will have a lot of players, and lots of people specializing, can set this high and they will have to make heavy use of the economy and trade to succeed. A server with few people, or even single player, can set this low and have their skills go up rapidly so they could basically play continuously. I see this as necessary because trying to balance the specialization for a server of 100 people vs a server of 1 people without some sliding scale is pretty impossible.
However we'll want to make some kind of presentation on this difficulty so that higher difficulty is more prestigious, so people dont just turn it to minimum by default and totally remove the point of skills/specialization/collaboration/the economy.
Also the idea behind the idle progression is to allow the more casual players to catch up, and to force specialization. A grindy progression don't really add much to the deal. An online waiting game either.
As Mog pointed out its not good to have 'nothing to do', and that should never be the case, there should always be resources to collect, buildings and roads to construct, trades to make, government tasks to participate in, etc. There should be a tempo to the game, where you're never blocked because there are always things to do, but then you do get level ups and suddenly you're a lot more powerful. Ideas to help ensure that's the case are much appreciated.
I made a mod for 0.5.6.1 where you spend 1 barrel for 1 petroleum whatever your efficiency, and you also get one barrel back back par petroleum used at the refinery no matter your efficiency. So your barrel number always stays the same. The mod is here.
The devs also already worked a fix for barrel multiplication in 0.6. From what I've seen refinery efficiency don't apply to pumpjacks anymore over there so you don't get more barrels at high effi anymore, but still lose some without full effi.
Fortunately tools can't actually break - they just get less efficient so it's impossible to completely deadlock yourself.
I've always felt that the goal of the game isn't to make everyone eco-friendly right off the bat - it's about having players notice their impact on the world and how their choices can affect it. Whether they choose to change how they play is up to them (and to some extent their peers) so long as they have the tools to do so.
Hu, Well Right now I got so much just labor it doesn't matter that I am not getting to many skill points. And I am going to have to Scour the world to find a Camus Bulb. :( I'm going to be dumb for a while. Thanks for the heads up thou.
Which is why there's a whole strategy of playing with raw food (that is, fern+berries+beans) for those first days building up basic infrastructure, followed by a long period of campfire food until there's a food specialist around to make high-SP food for the community. Early building is also the time when your mind is super active (and probably playing protracted periods of time) - hence you'll feel that the low SP really hurts development. This is why I suggest that player action during this time should be rewarded (limit to a degree, if you want anti-grinding/obsession mechanics in place.)
And when I say making food, I mean not just selling it from his or her own shop, but actually offering the skill to other players' estates by actually making house calls and cooking food from storage there. This kind of gameplay requires a lot more community and social trust, however - something not everyone could or would do. This kind of "talent sharing" by house calls was one of the intents of the game mechanics, and for better or worse, the devs are making it happen.