If a fuel mechanic is implemented, it should be simple. Also, what if we focused more on using what was already in game?
Adding a single factory (the fuel refinery) we could use a lot of the above suggestions without adding many more blocks.
The suggestion of lava is good, as a base fuel. Say you get 1 arbitrary unit of fuel for each block of lava refined in the fuel refinery.
Ice could be a step up (thinking heavy water deuterium type stuff) and provide 2 units.
Refining ore in a fuel processor instead of a capsule refinery could yield 3 units, and refining crystals 5.
For biofuels, maybe you can refine plants, shrubs, top stuff, etc, for 1 unit each.
This does a number of things with minimal effort. First of all it negates the need to add additional resources to the game (and requires only one additional block). Second, it provides a use for several unused blocks in the game. Third, it helps address the overabundance issue of having so many ores and crystals by having a player make hard decisions on what those crystals and ores are used for. Finally, it gives a player a place to dump/recycle the ores and crystals they never use, rather then trying to sell them or make computers with them.
The next step would be to make sure that fuel is not a requirement, but merely a boost (or a boon), to power generation. We already have the power reactor block, and a very stable power generation mechanic attached to it. So instead of changing this mechanic, we should only look at ways to enhance (or add detriments) for having or not having fuel. Having fuel could increase jump drive charge times, acceleration, turn rate, etc. On the flip side, not having fuel could simply reduce these types of things, although I tend to be more on the side of rewarding a player for taking the extra steps than for punishing them for not doing so.
I could go much further, but I'll stop there for now to keep from writing a book on the idea
Adding a single factory (the fuel refinery) we could use a lot of the above suggestions without adding many more blocks.
The suggestion of lava is good, as a base fuel. Say you get 1 arbitrary unit of fuel for each block of lava refined in the fuel refinery.
Ice could be a step up (thinking heavy water deuterium type stuff) and provide 2 units.
Refining ore in a fuel processor instead of a capsule refinery could yield 3 units, and refining crystals 5.
For biofuels, maybe you can refine plants, shrubs, top stuff, etc, for 1 unit each.
This does a number of things with minimal effort. First of all it negates the need to add additional resources to the game (and requires only one additional block). Second, it provides a use for several unused blocks in the game. Third, it helps address the overabundance issue of having so many ores and crystals by having a player make hard decisions on what those crystals and ores are used for. Finally, it gives a player a place to dump/recycle the ores and crystals they never use, rather then trying to sell them or make computers with them.
The next step would be to make sure that fuel is not a requirement, but merely a boost (or a boon), to power generation. We already have the power reactor block, and a very stable power generation mechanic attached to it. So instead of changing this mechanic, we should only look at ways to enhance (or add detriments) for having or not having fuel. Having fuel could increase jump drive charge times, acceleration, turn rate, etc. On the flip side, not having fuel could simply reduce these types of things, although I tend to be more on the side of rewarding a player for taking the extra steps than for punishing them for not doing so.
I could go much further, but I'll stop there for now to keep from writing a book on the idea