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Rare Earth Line Update - #5333

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Ghostipedia wants to merge 12 commits into
1.20.1from
gp/1.20/content/rare-earth-cherry-pick-attempt
Open

Rare Earth Line Update#5333
Ghostipedia wants to merge 12 commits into
1.20.1from
gp/1.20/content/rare-earth-cherry-pick-attempt

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@Ghostipedia

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What

Earlier, Jurre made a PR that changed rare earth centrifuging to full dusts, i liked that change.
I however didn't like how it was a singular step, let alone consumed more raw dust and resolved faster, so i decided to make a very simple chain

Implementation Details

Recovery of REE now needs Hydrochloric Acid and Ammonia, however proper setup makes them loop so there is no constant resource demand in this regard.

This is based upon multiple extraction methods for rare earths irl, however abstracted to fix GT's more simplified chemistry.

Hydrochloric Acid was picked as the solvent to convert rare earths into chlorides carried in a solution (this is lossy on water due to later step abstractions, however it is water and if you can't source water at the time you make this, you probably shouldn't be making this...)

Ammonia Washing the solution was used as a backhanded way to assume these chlorides are hydroxides and and waste converts to our Ammonium Chloride Dusts (lazy i know, but we're not adding a bunch of sub-steps for Hydroxides 💀)

Electromagnetic Sep was used as an abstraction to fit against the paramagnetic behaviors of most rare earths annnnnd because the EM Separator deserves some actual love for once.

To keep it simple
4 Rare Earth Dust + 6B Hydrochloric Acid + 3B Water -> 1B Rare Earth Sludge Mixture (RESM)
1B RESM + 6B Ammonia -> 12Dust Ammonium Chloride Dust + 2 Light Rare Earth Sludge + 2 Heavy Rare Earth Sludge

Light and Heavy Rare Earth Sludge is where the actual rate breakdown starts.
There's a lot of % chance rolls going on here, so i've worked out most of it into a table so you can see the before/after easier

Expected Full Dusts per 4 Rare Earth Dust:

Old: (4 * %chance * 0.25(small dust))
  Cerium: 0.55
  Neodymium: 0.45
  Lanthanum: 0.25
  Cadmium: 0.35
  Samarium: 0.35
  Yttrium: 0.35
  Total: 2.25

New: (2 * %chance * 1.0(full dust))
  Cerium: 0.56 
  Neodymium: 0.64
  Lanthanum: 0.30
  Cadmium: 0.36
  Samarium: 0.54
  Yttrium: 0.36
  Total: 2.76

Cadmium isn't a real rare earth, some of the dust grouping for 'light' and 'heavy' don't line up 1:1 irl, but at this point any further changes are probably OOS for this change and would require further scrutiny I don't want to put towards this PR in particular. Could probably just be swapped to Sphalerite or something but not really in the market to figure out if such a thing would even survive this process.

AI Usage

  • No

Chemistry was balanced using Floppa bot's $stoik command and real human stupidity was used to guess half-solutions from random articles found online :)

Outcome

Rare Earth is less boring, still weird in accuracy against IRL rare earths, but I decided to persist the past GT oddities up into this chain for the sake of not working on this for multiple days.

Additional Information & Potential Compatibility Issues

Will break old setups processing rare earth, thankfully that was a singular centrifuge somewhere in 99% of peoples bases.

NOTE : I want someone familiar in chemistry to also look over this, not just code quality confirmation. As such I'd like either at least an approval on this PR either by Onion or Tech ontop of a standard review. I think this chemistry works out(in regards to being a gameplay balanced line) but I did this in about 1-2 hours so I am not fully confident myself either.

…hers, and keeps it consistent that 1 of 3 getting some extra yield, did you know that while commit messages can actually be short and reasonable there is no upper limit? I sure didn't!
…AD: :SPEAKING_HEAD: :SPEAKING_HEAD: :SPEAKING_HEAD: :SPEAKING_HEAD: :SPEAKING_HEAD:
@Ghostipedia

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Note: Started this on 1.21, Filters are screwed up on 1.21, so finished it on 1.20, this will require uplifting to 1.21 (and someone please fix filters before uplifting this alongside them too, please, ty)

@Ghostipedia Ghostipedia added type: refactor Suggestion to refactor a section of code Admin Merge Requires Specialized Merge Permissions -Ask Org Admin to merge Release: Major - 0.X.0 Releases focused on Content, changes to gameplay; While maintaining mostly API stability. labels Aug 22, 2026
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Ghostipedia commented Aug 22, 2026

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Note # 2: This PR also updates the Centrifuge from 1 fluid slot, to 2.
input of the centrifuge looks a little bit more visually consistent, when me and onion do a UI UX pass later in the V8 update cycle, we will also cycle back to this and reconsider any overlay changes that may be needed on the UI side of the picture 👍

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Note # 3: if someone merges this before Onion can look at it I will throw the spray bottle at you, not spray you with it, whole spray bottle, chucked, at an arc, right at you, from where I live, to where you live. How fast it arrives at you from orbit is not my problem /jest

@github-actions github-actions Bot added the Tests: Passed Game Tests have passed on this PR label Aug 22, 2026
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Undrafting as PR is ready for review and has passed all checks.

@Ghostipedia
Ghostipedia marked this pull request as ready for review August 22, 2026 16:33
@Ghostipedia
Ghostipedia requested a review from a team as a code owner August 22, 2026 16:33
@Ghostipedia
Ghostipedia requested a review from a team August 22, 2026 16:33
.UI(builder -> builder.setProgressBar(GTGuiTextures.PROGRESS_EXTRACT)
.setItemSlotOverlay(IO.IN, 0, GTGuiTextures.EXTRACTOR_OVERLAY)
.setItemSlotOverlay(IO.IN, 1, GTGuiTextures.CANISTER_OVERLAY)
.setFluidSlotOverlay(IO.IN, 0, GTGuiTextures.CENTRIFUGE_OVERLAY))

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do we want the second fluid in slot to also have an overlay?

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UI pass, we should handle it there

@YoungOnionMC YoungOnionMC added the Do Not Merge DO NOT MERGE THIS PR YET! label Aug 22, 2026
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DEFERRED TO V8.1 - PR will remain open until then. V8 is large enough.

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1.20.1 Admin Merge Requires Specialized Merge Permissions -Ask Org Admin to merge Do Not Merge DO NOT MERGE THIS PR YET! Release: Major - 0.X.0 Releases focused on Content, changes to gameplay; While maintaining mostly API stability. Tests: Passed Game Tests have passed on this PR type: refactor Suggestion to refactor a section of code

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