Speak now or upgrade your organic shipyards.  
 
 
These are the few features I am thinking of posting as Proportions 2.5.2. The Last four are a set designed to restrict the exploitation of space yard ships to avoid the difficulty of moving colony ships long distances. However, I am thinking some players in existing games (especially those using Organic technology) would prefer that I not do this until the next major Version (3.0) because it would mean that they would need to upgrade their existing base space yards in order to be able to use them to build organic ships effectively. Just say so and I'll put these off until 3.0.
Version 2.5.2:
* Added restriction on remote miner components per unit to two, halved
  structure, and doubled size of ship/base Versions. This prevents
  massively productive mining bases, which were possible before but
  were unintentionally overproductive. It also presents interesting
  choices between ship, base and satellite miner designs. Pre-existing
  bases in upgraded games will retain their former abilities (except
  structure).
* Fixed crippling Sergetti design bug - thanks to Oleg again!
Unless someone in an existing game objects:
===========================================
* Reduced organic construction rate of ship/base spaceyards by 9/10.
* Added base spaceyards with higher organic construction rates, but
  these have organics costs.
* Added Organic Space Yard under Organic Manipulation tech tree, with
  higher organic build rate than is available under ordinary tech tree.
* Increased organics costs of colony modules from 2000 to 5300. This
  doesn't change their construction rate except on the new ship-based
  spaceyards. This makes it impractical to use space-yard ships to
  build colony ships at or near their destinations, instead of having
  to send colony ships long distances under their own power.
PvK