Open adoa opened 4 years ago
A savefile to sync to for the mod configuration: Angelsmods Industry.zip
To make one thing clear: My personal opinion is that guideline 2 (requiring that every single tech has to unlock at least one usable recipe or bonus effect) is more important than to remove all dependencies down to one or none as guideline 1 would require.
Hence, I believe that most dependencies on steel should be kept. The only exception is water-treatment
that should only depend on electronics
.
On discord, the issue arose that when we remove all dependencies, too many technologies could be available at the start of the game. This can be easily avoided by making them depend on automation
. It is not clear why an engineer should be able to build an automatically running liquifyer or ore crusher/ore sorting facility while not being able to construct an automatically running assembling machine.
I think that ore-crushing
, basic-chemistry
, water-treatment
and angels-solder-smelting-basic
should all (directly or indirectly) depend on automation.
On a personal note, I believe making more technologies depend on logical precursor technologies (such as automation
or logistics
) is a reasonable way of giving the tech tree more logical structure. But this issue was mostly about missing or incorrect dependencies as objectively defined by the guidelines – which is why I left out most of my personal opinion from the above contemplations.
Some comments
ore-crushing
Thanks for bringing it to my attention that some ores are unused, it's not only the tin, also the gold and a few others. I might plan to work them into some recipes, as it is too much to just disable those ores, This should be looked at outside of this PR, marking that one as 'done', even that no action is taken for now.basic-chemistry
You can already manually crush and smelt to iron and copper, it doesn't make sence to depend on ore-crushing
, as then things like automation should also depend on ore crushing. Instead, I let both basic-chemistry
and ore-crushing
depend on automation.angels-sulfur-processing-1
angels-metallurgy-1
I didn't want to add a prerequisite on ore-crushing, because depending on the configuration, the different ore sorting things unlock different ores, so it's not as easy to do so, instead, the metallurgy techs indicate the science level, while the individual ore types depend on their respective sorting technology. I did thoroughly look at the smelting tree while reworking it already. I'll mark this one as doneangels-solder-smelting-basic
and angels-tin-smelting-1
and angels-silicon-smelting-1
As mentioned with the tin, this should be integrated, but is outside this PR. Marking it as donebio-paper-1
Same as before, require integrationI am happy that you looked at the concerns – even if you did not integrate all my suggestions. After all, some of my suggestions were contradicting, so no surprise that you cannot implement them all.
Once you finish the automation and logistic science techs listed here, I will take the dev
branch and continue with the other science packs and post part 2 as a separate issue.
The implemented changes to the automation science technologies are fine. I like your solution for sulfur-processing-1 much more than my own suggestion ^_^
@LovelySanta Also, I think you misunderstood my comment on basic-chemistry
. Your reply was
- Tech:
basic-chemistry
You can already manually crush and smelt to iron and copper, it doesn't make sence to depend onore-crushing
, as then things like automation should also depend on ore crushing. Instead, I let bothbasic-chemistry
andore-crushing
depend on automation.
But crushing by hand and smelting only gives iron-plate
and copper-plate
. The tech basic-chemistry
unlocks a recipe for catalyst-metal-red
which requires iron-ore
and copper-ore
. The earliest you can get either ore is via sorting, unlocked by ore-crushing
. But as I said in the OP, this was just an option. It's totally fine if you don't make basic-chemistry
depend on ore-crushing
. After all, there is some new recipes that are usable without it.
Making automation
depend on ore-crushing
would really not make any sense. None of the recipes from automation
require iron-ore
or copper-ore
. They do require plates, and those are available at the start.
Some more comments on initial post
battery
I'll let it depend on angels-sulfur-processing-2
since that is now green science, and it unlocks the recipes to obtain sulfur dioxide other than from smelting, so this tech unlocks the loop.explosives
Explosives require pure sulfur, so it should technically depend on water treatment 2, however I'll let it depend on angels-sulfur-processing-2
, which depend on water treatment 2.Some more comments on initial post
battery
I'll let it depend on angels-sulfur-processing-2
since that is now green science, and it unlocks the recipes to obtain sulfur dioxide other than from smelting, so this tech unlocks the loop.explosives
Explosives require pure sulfur, so it should technically depend on water treatment 2, however I'll let it depend on angels-sulfur-processing-2
, which depend on water treatment 2.I had another thought about angels-ghosting-angels-construction-robots
. How about the following?
angels-ghosting-construction-robots
.
Make angels-ghosting-angels-construction-robots
depend on engine, and make angels-construction-robots
depend on angels-ghosting-angels-construction-robots
.
Furthermore, make also the vanilla construction robots depend on angels-ghosting-angels-construction-robots
.
Thus, you force everyone to research the ghosting before choosing for either construction robots, implementing some form of OR. Similar to the way liquid plastic→plastic bar is required for all the techs that unlock liquid plastic.I double checked the automation techs. Is it normal that Exploration makes the gun-turret require an SMG, but the gun-turret tech does not depend on military?
i'll add the dependency
Any plans on bio-fermentation
and bio-refugium-hatchery
techs? They still don't include logistic science prerequisites…
Also the bio-token
s for the hatchery are somewhat out of place, as I wrote in the OP…
Hey, I noticed that puffer refugium and butchery 2 only require red and green science whereas they should require agricultural science since they depend on hatcheries.
Also, repair packs 4 and 5 only require red/green but depend on things that require blue/purple science.
Hey, I noticed that puffer refugium and butchery 2 only require red and green science whereas they should require agricultural science since they depend on hatcheries.
The fact that hatcheries require plant-life samples (internal name token-bio
) but their successive techs don't, was already reported in the OP of this very issue.
Also, repair packs 4 and 5 only require red/green but depend on things that require blue/purple science.
Those are from Bob's mods, and this was also already reported to bobingabout a couple weeks ago https://forums.factorio.com/viewtopic.php?p=518552#p518552 but bobingabout has not acted upon it yet
Sorry, I had only slightly skimmed the issue so should have paid more close attention. The main reason why I brought these up separately was because I thought this topic was about completely rearranging the tree, whereas these are relatively simple changes, I thought, that would make things more consistent at the moment.
Contemplations on the Tech Tree of Angel\'s Mods, Part 1
This is only part 1, covering automation and logistic science technologies. This represents only about half of all technologies in the game. Part 2 will follow soon™.
We are doing basic quality control on the tech tree of Angel's mods. The developer @LovelySanta posted general guidelines to follow when doing this. These are my interpretations of the guidelines based on his post and subsequent discussions:
physical-projectile-damage-7
depends onspace-science-pack
. The latter requires production science packs, butphysical-projectile-damage-7
does not. This is plausible and acceptable. Similar things happen with Bob\'s logistic science pack (pink).\ Furthermore, the direct dependency on science pack technologies should be kept minimal. Prioritize depending on logical intermediate technologies that already depend on the science pack of this tier. Thus, we keep the tech tree more vertical than horizontal. When the tech tree gets too wide, it is unwieldy and the players will loose the big picture.The Issues: Angel\'s Mods with Industry Overhaul
The following considerations are based on Angel\'s mods only with Industry Overhaul from Angel's Industries. The latter originated as the combatibility layer to Bob's mods. Therefore, it incorporates a lot of materials (lead, tin, solder, paper, resin, etc.), many of which have limited to no use (without Bob\'s mods or similar). In these recommendations I explicitly list these loose ends and suggest removing them. This could cause lots of issues for mod compatibility. Feel free to keep all the lose ends and ignore my recommendations to remove them. Feel free to ignore all of my recommendations.
Speaking of recommendations, I recommend opening the in-game tech tree of a new game with all of Angel\'s mods + Industry Overhaul when going through this list. Thus you can see what I saw and decide upon options.
Automation Science Technologies
[x] Tech:
deco-shred
\ Requires: automation science pack\ Depends on:optics
,steel-processing
\ Building unlocks: 7 different decorations\ Recipe unlocks: none\ Action: In light of guideline 1, dependency onsteel-processing
should be removed. However, according to guideline 2 it should be kept because every single unlocked building usessteel
.[ ] Tech:
nilaus
\ Requires: automation science pack\ Depends on:optics
\ Building unlocks: 4 different decorations\ Recipe unlocks: none\ Action: According to the guidelines, no action is required since one buildingdeco-nilaus-lamp
is craftable. However, I highly recommend adding a dependency onsteel-processing
in order to make it consistent with the state ofdeco-shred
. After all, these are addon mods with few dependencies. No harm in making it more consistent with vanilla technology logic.[x] Tech:
ore-silos
\ Requires: automation science pack\ Depends on:steel-processing
,ore-crushing
\ Building unlocks: 8 different ore silos\ Recipe unlocks: none\ Action: In light of guideline 1, dependency onsteel-processing
should be removed. However, guideline 2 requires to keep it since every single new building requiressteel
. I recommend keeping the dependency onore-crushing
as it is a natural precursor. But, strictly speaking, guideline 1 requires to remove the dependency onore-crushing
in order to minimize prerequisites.[x] Tech:
angels-warehouses
\ Requires: automation science pack\ Depends on:steel-processing
\ Building unlocks:angels-warehouse
\ Recipe unlocks: none\ Action: In light of guideline 1, dependency onsteel-processing
should be removed. Guideline 2 requires to keep it. I recommend replacing the dependency onsteel
with a dependency onore-silos
(if enabled), since these are the logical precursors to warehouses.[x] Tech:
water-treatment
\ Requires: automation science pack\ Depends on:electronics
,steel-processing
\ Building unlocks:hydro-plant
,clarifyer
,ground-water-pump
\ Recipe unlocks:water-purification
\ Action: None of the buildings requires steel as an ingredient. Dependency onsteel-processing
should be removed. I recommend keeping the dependency onelectronics
, but strictly speaking, guideline 1 requires to remove it.[x] Tech:
water-washing-1
\ Requires: automation science pack\ Depends on:water-treatment
\ Building unlocks:seafloor-pump
,washing-plant
\ Recipe unlocks: 6× different types of muddy/salty water,solid-clay
,solid-limestone
,solid-sand
\ Action: All new recipes are crafted in the new buildings, or require ingredients from new recipes. Therefore, ifwater-treatment
looses its dependence onsteel-processing
, this technology should depend onsteel-processing
explicitly. Otherwise, not a single recipe is usable, violating guideline 2.[x] Tech:
ore-crushing
\ Requires: automation science pack\ Depends on: none\ Building unlocks:ore-crusher
,ore-sorting-facility
\ Recipe unlocks: 3× crushing (Jivolite, Crotinnium, slag), 6× sorting\ Loose ends:tin-ore
fromangelsore6-crushed-processing
is a loose end. Seeangels-tin-smelting-1
.\Action: Get rid of loose ends.
[x] Tech:
basic-chemistry
\ Requires: automation science pack\ Depends on: nothing\ Building unlocks:angels-electrolyzer
,liquifyer
\ Recipe unlocks:dirt-water-separation
,carbon-separaiton-2
,catalyst-metal-carrier
,catalyst-metal-red
\ Action: No action required.\ Optional: Add dependency onore-crushing
to get access toiron-ore
andcopper-ore
forcatalyst-metal-red
. In a way, it is also more natural to have Angel's Petrochem techs depend on Angel's Refining techs.[x] Tech:
basic-chemistry-2
\ Requires: automation science pack\ Depends on:basic-chemistry-1
,electronics
,steel-processing
\ Building unlocks:angels-chemical-plant
\ Recipe unlocks:water-separation
,water-synthesis
,solid-calcium-chloride
,water-gas-shift-1
,water-gas-shift-2
\ Action: This one is complicated.electronics
, but strictly speaking, guideline 1 requires to remove it.\water-separation
useswater-purified
as an ingredient. But there is no genuine source ofwater-purified
yet. The recipes of this tech that do producewater-purified
do so more as a by-product or from ingredients this recipe tries to produce. If no dependency onwater-treatment
is added, this recipe will only serve to take care of the by-productwater-purified
but not to producegas-oxygen
as a dedicated process.\angels-chemical-plant
requiressteel
. As of now,steel-processing
is a dependency. In light of guideline 1, this dependency should be removed. However, I advice against it. Removingsteel-processing
turns the only unlocked recipe (if at all, see point 1) into a slightly different version of a recipe already unlocked bybasic-chemistry
. In a way, nothing truly new is unlocked ifsteel
is not available. This would violate guideline 2.\solid-calcium-chloride
requiresgas-hydrogen-chloride
, but the latter is unlocked only later bychlorine-processing-1
. I recommend moving the recipesolid-calcium-chloride
tochlorine-processing-1
orchlorine-processing-2
. It really does not matter much, as the item is required only much much later (in this mod configuration at least). In order to unlock a more even number of recipes, maybe move it tochlorine-processing-2
. Otherwise it will remain effectively locked.[x] Tech:
angels-fluid-control
\ Requires: automation science pack\ Depends on:basic-chemistry
\ Building unlocks: 5 × valves,angels-storage-tank-3
\ Recipe unlocks: none\ Action: I recommend keeping the dependency onbasic-chemistry
because the valves and storage-tanks are useless when there is no chemistry going on. However, guideline 1 requires to remove this dependency.\ Comment: This tech has a misleading icon. It shows thebarreling-pump
which is only unlocked byfluid-handling
. Maybe change the tech icon. Have it show some vales maybe …[x] Tech:
angels-sulfur-processing-1
\ Requires: automation science pack\ Depends on:basic-chemistry-2
\ Building unlocks: none\ Recipe unlocks:solid-sulfur
,gas-sulfur-dioxide
,liquid-sulfuric-acid
\ Action: This one is complicated.sulfur
in the tech tree. This is not one of them. The main issue is: looking at this tech alone, recipesolid-sulfur
appears to be a reasonable source forsulfur
to makeliquid-sulfuric-acid
. But it is not. The recipesolid-sulfur
requiresgas-hydrogen-sulfide
as an ingredient. But that is only available much later, either fromangels-oil-processing
/gas-processing
andsulfur-processing-2
(logistic science techs) or fromangels-coal-cracking
(blue science). The earliest source (tech-tree wise) ofsulfur
is thegas-sulfur-dioxide
fromangels-lead-smelting-1
(automation tech), and only a as by-product. Furthermore, making a key technology from Angel's Petrochem depend on a tech from Angel's Refining is questionable. The source ofsulfur
most people use early on is fromcoal-processing-2
viawater-treatment-2
(logistic science techs). Another (less reliable) source is fromoil-gas-extraction
. Whichever way you turn it,angels-sulfur-processing-1
is not genuinely a technology for automation science only.angels-chemical-plant
or better. That one requiressteel
. If the dependence onsteel-processing
is removed frombasic-chemistry-2
, this tech will effectively unlock nothing withoutsteel-processing
, thus violating guideline 2.\ My recommendations:solid-sulfur
fromangels-sulfur-processing-1
toangels-sulfur-processing-2
.water-treatment-2
, which already depends onore-floatation
andoil-gas-extraction
. Therefore, players will have a good source ofwater-yellow-waste
and thussulfur
. This would also incorporate a dependency onsteel-processing
, making every single recipe available.\ Even ifore-floatation
looses its dependency onoil-gas-extraction
(see below),ore-floatation
is still a good early source forwater-yellow-waste
.[x] Tech:
angels-metallurgy-1
\ Requires: automation science pack\ Depends on:steel-processing
\ Building unlocks:blast-furnaces
,induction-furnace
,casting-machine
\ Recipe unlocks: none\ Action: No action required. Every single building requiressteel
, thussteel-processing
should remain a prerequisite. Otherwise, this technology unlocks nothing, violating guideline 2.\ Optional: Add a dependency onore-crushing
because is the most logical precursor technology. Furthermore, all but one of the techs that depend onangels-metallurgy-1
already depend onore-crushing
. Consequently, those individual dependencies can be removed, simplifying the tech tree.[x] Tech:
angels-solder-smelting-basic
\ Requires: automation science pack\ Depends on: nothing\ Building unlocks: none\ Recipe unlocks:angels-solder-mixture
,angels-solder-mixture-smelting
\ Loose ends:angels-solder
has no use in this mod configuration, renderingangels-solder-mixture
useless, too.\ Action: Either remove all solder related items, fluids and technologies\ OR\ Integrate solder into existing recipes. Example: Makeangels-solder
an ingredient inadvanced-circuit
. In this case,advanced-electronics
should depend onangels-solder-smelting-basic
.[x] Tech:
angels-tin-smelting-1
\ Requires: automation science pack\ Depends on:angels-metallurgy-1
,ore-crushing
\ Building unlocks: none\ Recipe unlocks:tin-ore-smelting
,molten-tin-smelting
,angels-plate-tin
,basic-tinned-copper-wire
\ Loose ends:angels-wire-tin
has no use.angels-solder
remains a loose end,angels-plate-tin
andliquid-molten-tin
have no use either.angels-plate-titanium
remains a loose end,ingot-tin
has no use either.\Then, this entire technology would have no use.
Action:
angels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency.\angels-wire-tin
into existing recipes. Example:angels-wire-tin
as ingredient inadvanced-circuit
or forred-wire
/green-wire
.[x] Tech:
angels-silicon-smelting-1
\ Requires: automation science pack\ Depends on:angels-metallurgy-1
,ore-crushing
,angels-coal-processing
,angels-nitrogen-processing-1
\ Building unlocks: none\ Recipe unlocks:silicon-ore-smelting
,molten-silcon-smelting
,angels-mono-silicon-seed
,angels-mono-silicon-1
,angels-silicon-wafer
\ Loose ends: The only used item issilicon-ingots
fromsilicon-ore-smelting
. It is used for advanced versions of iron and steel smelting. All other recipes are loose ends.\ Action:angels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency.silicon-ore-smelting
. Also remove dependency onangels-nitrogen-processing-1
in that case. Optional: Incorporateangels-silicon-wafer
into existing recipes, rather than stripping this tech clean.[x] Tech:
angels-copper-smelting-1
\ Requires: automation science pack\ Depends on:angels-metallurgy-1
,ore-crushing
\ Building unlocks: none\ Recipe unlocks:copper-ore-smelting
,molten-copper-smelting
,angels-plate-copper
\ Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency.[x] Tech:
angels-iron-smelting-1
\ Requires: automation science pack\ Depends on:angels-metallurgy-1
,ore-crushing
\ Building unlocks: none\ Recipe unlocks:iron-ore-smelting
,molten-iron-smelting-1
,angels-plate-iron
\ Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency.[x] Tech:
angels-lead-smelting-1
\ Requires: automation science pack\ Depends on:angels-metallurgy-1
,ore-crushing
\ Building unlocks: none\ Recipe unlocks: 4 recipes\ Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency.[x] Tech:
angels-nickel-smelting-1
\ Requires: automation science pack\ Depends on:angels-metallurgy-1
,ore-crushing
\ Building unlocks: none\ Recipe unlocks:nickel-ore-smelting
\ Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency.[x] Tech:
gardens
\ Requires: automation science pack\ Depends on:steel-processing
\ Building unlocks:seed-extractor
\ Recipe unlocks: 3 × seed extraction\ Action: The three recipes are crafted in theseed-extractor
, which requiressteel
. Removing the dependency onsteel-processing
would make all new recipes unusable, violating guideline 2.[ ] Tech:
bio-processing-green
\ Requires: automation science pack\ Depends on:bio-processing-brown
,basic-chemistry
\ Building unlocks:algae-farm-2
\ Recipe unlocks: 4 recipes to make use of green and brown algae\ Loose ends:solid-lithium
has no use in this mod configuration. Action: Remove recipealgae-brown-burning
.[x] Tech:
bio-paper-1
\ Requires: automation science pack\ Depends on:bio-processing-brown
\ Building unlocks: none\ Recipe unlocks:solid-wood-pulp
,paper-bleaching-1
\ Loose ends:solid-paper
has no use in this mod configuration. Action: Remove recipepaper-bleaching-1
since paper has no use. Also remove all higher tierpaper-bleaching
recipes from the subsequent technologies.Logistic Science Technologies
[x] Tech:
concrete
\ Requires: automation & logistic science packs\ Depends on:advanced-material-processing
,automation-2
\ Building unlocks: none\ Recipe unlocks: 4 different types of concrete\ Action: Add dependency onore-crushing
to getiron-ore
for the recipeconcrete
. Otherwise, no new recipe is available, violating guideline 2.[x] Tech:
battery
\ Requires: automation & logistic science packs\ Depends on:angels-sulfur-processing-1
(automation tech only!)\ Building unlocks: none\ Recipe unlocks:battery
\ Action: Ifangels-sulfur-processing-1
becomes logistic science tech, no action is required. Otherwise, make this tech explicitly depend on a logistic science technology. Reasonable options:oil-gas-extraction
,angels-advanced-chemistrty-1
,logistic-science-pack
.[x] Tech:
explosives
\ Requires: automation & logistic science packs\ Depends on:angels-sulfur-processing-1
(automation tech only!)\ Building unlocks: none\ Recipe unlocks:explosives
\ Action: Ifangels-sulfur-processing-1
becomes logistic science tech, no action is required. Otherwise, make this tech explicitly depend on a logistic science technology. Reasonable options:oil-gas-extraction
,angels-advanced-chemistrty-1
,logistic-science-pack
.[x] Tech:
fluid-handling
\ Requires: automation & logistic science packs\ Depends on:engine
,automation-2
\ Building unlocks:storage-tank
,pump
,barreling-pump
\ Recipe unlocks: many barreling recipes\ Action: Add a dependency onangels-fluid-control
, as that is the most natural precursor technology, unlocking valves and small inline storage tanks.[x] Tech:
pressure-tanks
\ Requires: automation & logistic science packs\ Depends on:angels-fluid-control
(automation tech only!)\ Building unlocks:angels-pressure-tank-1
\ Recipe unlocks: none\ Action: Replace dependency onangels-fluid-control
with dependency on vanilla'sfluid-handling
since this is the most reasonable precursor technology, unlocking regularstorage-tanks
of an intermediate size. Alternatively, add explicit dependency on a different logistic science tech. Reasonable options:oil-gas-extraction
,logistic-science-pack
.[x] Tech:
slag-processing-1
\ Requires: automation & logistic science packs\ Depends on:ore-crushing
(automation tech only!)\ Building unlocks:filtration-unit
,crystallizer
\ Recipe unlocks:catalysator-brown
, 3× slag processing, 2× slag slurry,filter-frame
,filter-coal
,slag-processing-filtering-1
\ Loose ends:tin-ore
fromslag-processing-2
is a loose end at the moment.\ Action: Currently, not a single recipe is usable.slag-slurry
requireliquid-sulfuric-acid
which is unlocked byangels-sulfur-processing-1
. I recommend adding at least this one prerequisite.angels-stone-smelting-1
to getangels-clay-bricks
.steel-processing
. If this does not happen, neither thefiter-frame
nor the new buildings will be accessible. Thus rendering only the twoslag-slurry
recipes available. If that is undesirable, add a dependency onsteel-processing
.[x] Tech:
thermal-water-extraction
\ Requires: automation & logistic science packs\ Depends on:slag-processing-1
,advanced-ore-refining-1
\ Building unlocks:thermal-bore
\ Recipe unlocks: none\ Action: Remove the explicit dependency onslag-processing-1
, sinceadvanced-ore-refining-1
already depends onslag-processing-1
. As per recommendations, this tech will depend indirectly on bothsteel-processing
andangels-stone-smelting-1
, making the only new building craftable. If that is not implemented, this tech will be useless at this point, and appropriate explicit dependencies should be implemmented.[x] Tech:
basic-chemistry-3
\ Requires: automation & logistic science packs\ Depends on:basic-chemistry-2
(automation tech only!)\ Building unlocks: none\ Recipe unlocks:angels-electrode
,angels-electrode-used
,dirt-water-separation-2
,water-separation-2
\ Action:basic-chemistry-2
will not keep dependency onsteel-processing
, addsteel-processing
as a prerequisite to getsteel
forangels-electrode
.angels-coal-processing
to getsolid-carbon
forangels-electrodes
.automation-2
,fluid-handling
,water-treatment-2
,logistic-science-pack
.basic-chemistry-2
will not gain a dependency onwater-treatment
and if none of its new prerequisites depend onwater-treatment
,basic-chemistry-3
should depend on it. Otherwise, there is no source forwater-purified
.[x] Tech:
oil-gas-extraction
\ Requires: automation & logistic science packs\ Depends on:electronics
,basic-chemistry
\ Building unlocks:pumpjack
,separator
\ Recipe unlocks:gas-separation
,oil-separation
\ Action:automation-2
,fluid-handling
,logistic-science-pack
.steel-processing
via its new prerequisites, none of the new recipes will be usable. They need to be crafted in the new buildings, wich both requiresteel
. Thus not adding a dependence onsteel-processing
would violate guideline 2.\ Optional: Replace dependence onbasic-chemistry
with dependence onangels-coal-processing-1
, since that is a more natural precursor technology.[x] Tech:
angels-oil-processing
\ Requires: automation & logistic science packs\ Depends on:oil-gas-extraction
\ Building unlocks:oil-refinery
,angels-storage-tank-2
\ Recipe unlocks: 2× oil refining, 2× soild fuel\ Action: Add dependency onangels-coal-processing-1
to getsoild-coke
for the solid fuel recipes, ifoil-gas-extraction
will not depend on it.\ OR\ Move both solid fuel recipes to the techflammables
.\ Optional: Add dependence onfluid-handling
, since thestorage-tank
is the most natural precursor item for theangels-storage-tank-2
, at least if you don't addfluid-handling
tooil-gas-extraction
.[x] Tech:
gas-processing
\ Requires: automation & logistic science packs\ Depends on:oil-gas-extraction
\ Building unlocks:gas-refinery-small
,angels-storage-tank-1
\ Recipe unlocks:gas-refining
,gas-fractioning
,soild-fuel-methane
\ Action: Add dependency onangels-coal-processing-1
to getsoild-coke
for the solid fuel recipe, ifoil-gas-extraction
will not depend on it.\ OR\ Move solid fuel recipe to the techflammables
.\ Optional: Add dependence onfluid-handling
, since thestorage-tank
is the most natural precursor item for theangels-storage-tank-1
, at least if you don't addfluid-handling
tooil-gas-extraction
.[x] Tech:
flammables
\ Requires: automation & logistic science packs\ Depends on:angels-oil-processing
\ Unlocks: nothing\ Action: No action is required. However, this tech being empty (albeit vanilla) is undesirable.\ Optional: Move the two recipessolid-fuel-naphtha
&solid-fuel-fuel-oil
, as well as the techsolid-fuel-methane
fromgas-processing
to this tech. If you do that, this tech should also depend onangels-coal-processing-1
to makesolid-coke
available.[x] Tech:
ore-floatation
\ Requires: automation & logistic science packs\ Depends on:ore-crushing
,angels-oil-processing
\ Building unlocks:ore-floatation-cell
\ Recipe unlocks: 6× flotation, 6× chunk sorting\ Loose ends:tin-ore
andgold-ore
have no use in this mod configuration. Action:water-treatment
to getwater-purified
for flotation recipes.\angels-stone-smelting-1
to getangels-clay-brick
forore-floatation-cell
. Otherwise none of the new recipes are usable, violating guideline 2.tin-ore
product fromangelsore3-chunk-processing
andangelsore6-chunk-processing
.gold-ore
product fromangelsore5-chunk-processing
.Optional: Rationale for dependency on
angels-oil-processing
is unclear. Maybe replace dependency onangels-oil-processing
with dependency onfluid-handling
, which is still a logistic science tech.\ Comment: It should be called "flotation", not "floatation". It was already corrected in the locales, but the internal strings are still wrong.[x] Tech:
water-treatment-2
\ Requires: automation & logistic science packs\ Depends on:water-treatment
,ore-floatation
\ Building unlocks:hydro-plant-2
\ Recipe unlocks: 4× waste water purification\ Action: No action is required. However, the earliest possible tech that makes this one usable isoil-gas-extraction
.\ Optional: Although I do not recommend it, you could replace the dependence onore-floatation
with a dependence onoil-gas-extraction
. This would better suit guideline 1. On the other hand, however, it would render 3 of the 4 recipes unusable at time of research, conflicting with guideline 2.[x] Tech:
angels-advanced-chemistry-1
\ Requires: automation & logistic science packs\ Depends on:gas-processing
,angels-oil-processing
\ Building unlocks:liquifyer-2
,angels-electrolyzer-2
,advanced-chemical-plant
\ Recipe unlocks:catalyst-metal-green
,gas-methanol-catalyst
,gas-formaldehyde-catalyst
\ Action: Add dependency onore-floatation
to getsilver-ore
andbauxite-ore
forcatalyst-metal-green
, because every new recipe requires this catalyst.[x] Tech:
angels-sulfur-processing-2
(no longer exists in this form ondev
branch)\ Requires: automation & logistic science packs\ Depends on:angels-sulfur-processing-1
(automation tech only!)\ Building unlocks: none\ Recipe unlocks: 5 recipes relating to sulfur and more importantly fluorite ore\ Action: Currently, no recipe is usable at time of research. Add dependency onwater-treatment-2
(if not already added toangels-sulfur-processing-1
) to getfluorite-ore
required for the recipeliquid-hydrofluoric-acid
unlocked by this tech, making four recipes usable. Move recipesolid-sulfur
fromangels-sulfur-processing-1
to this tech, since only this tech provides the first reasonable sources forgas-hydrogen-sulfide
. If no additional prerequisite make this a genuine logistic science tech, you should add an explicit dependence onlogistic-science-pack
or similar.\ Optional: Add dependency onangels-advanced-chemistry-1
to get access to theadvanced-chemical-plant
which is required for the recipegas-acid-catalyst
unlocked by this tech, making the last recipe usable.[x] Tech:
angels-sulfur-processing-3
(dev
branch)\ Requires: automation & logistic science packs\ Depends on:angels-sulfur-processing-2
\ Building unlocks: none\ Recipe unlocks: 3 recipes for processing of sour gas and hydrogen fluoride gas\ Action: Strictly speaking, no action is required. However, at the time of research, only one recipe is usable:liquid-hydrogen-fluoride
. But this is the reverse of an earlier recipe and of little to no use without the other recipes from this tech.\ Optional: Add dependence ongas-processing
to get access togas-acid
, which makes all recipes in this tech useful at the time of research.[x] Tech:
angels-flare-stack
\ Requires: automation & logistic science packs\ Depends on:angels-fluid-control
(automation tech only!)\ Building unlocks:angels-flare-stack
\ Recipe unlocks: none\ Action: Add dependency on a logistic science tech. Reasonable options:fluid-handling
,oil-gas-extraction
,logistic-science-pack
. If no additional prerequisite brings in a dependence onsteel-processing
, this tech has no usable recipes at time of research, violating guideline 2.[x] Tech:
geode-processing-2
\ Requires: automation & logistic science packs\ Depends on:water-washing-2
,geode-processing-1
,slag-processing-1
\ Building unlocks: none\ Recipe unlocks: 7× crystal slurry, 2× crystal slurry filtering,catalysator-green
\ Action: Ifslag-processing-1
will depend onangels-sulfur-processing-1
as per recommendation, no action is required. Otherwise, this tech should depend onangels-sulfur-processing-1
.[x] Tech:
geode-crystallization-1
\ Requires: automation & logistic science packs\ Depends on:geode-processing-2
\ Building unlocks: none\ Recipe unlocks: none\ Action: Remove this tech in this mod configuration (?)[x] Tech:
chlorine-processing-1
\ Requires: automation & logistic science packs\ Depends on:water-treatment
,basic-chemistry-2
,gas-processing
\ Building unlocks: none\ Recipe unlocks:water-saline-separation
,gas-chlor-methane
,gas-hydrogen-chloride
,liquid-hydrochlorid-acid
,liquid-ferric-chloride-solution
,liquid-cupric-chloride-solution
\ Action: Ifbasic-chemistry-2
will depend onwater-treatment
as per recommendation, this tech should not depend onwater-treatment
explicitly again.\ Optional: Add dependency onore-crushing
to getiron-ore
andcopper-ore
for the chloride solutions. I do not recommend it, but you could also replace dependence ongas-processing
with more generic dependence onfluid-handling
. The current dependence only enables one of 6 recipes and delays availability of this tech.[x] Tech:
angels-coal-processing-2
\ Requires: automation & logistic science packs\ Depends on:angels-advanced-chemistry-1
,angels-coal-processing
\ Building unlocks: none\ Recipe unlocks:coke-purification-2
,carbon-separation-1
,solid-coke-sulfur
\ Action: Currently none of the recipes are usable at time of research. Either\ Add dependence onchlorine-processing-1
to getsodium-hydroxide
forcoke-purification-2
. Add dependence onangels-nitrogen-processing-1
to getgas-nitrogen
forcoke-purification-2
. OR \ Add dependence onwater-treatment
to getwater-purified
forcarbon-separation-1
andsoldi-coke-sulfur
. Note thatangels-nitrogen-processing-1
would pull in an indirect dependence onwater-treatment
already, and thus a redundant dependence would be undesirable.\ Optional: Remove dependence onangels-advanced-chemistry-1
ifchlorine-processing-1
becomes new prerequisite. This is still logistic science tech, so the positioning in the tech tree will not dramatically change.[x] Tech:
chlorine-processing-2
\ Requires: automation & logistic science packs\ Depends on:chlorine-processing-1
\ Building unlocks: none\ Recipe unlocks:gas-allylchlorid
,gas-epichlorhydrin
,liquid-glycerol
\ Action: Add dependency that providesgas-propene
forgas-allylchlorid
which is the start of the processing chain unlocked by this tech. Options:gas-steam-cracking-1
,oil-steam-cracking-1
,angels-advanced-chemistry-2
(depends on both of the above),\ OR\ Do nothing, since the common ancestor (oil-gas-extraction
) of the two options is already an indirect dependency of this tech.[x] Tech:
angels-nitrogen-processing-2
\ Requires: automation & logistic science packs\ Depends on:angels-nitrogen-processing-1
,water-treatment-2
,advanced-chemistry-1
\ Building unlocks:angels-air-filter-2
\ Recipe unlocks: 7 different recipes for nitrogen processing\ Action: The recipegas-ammonium-chloride
cannot be used as an ingredient for anthing is this mod configuration. Remove from this tech.\ OR\ Addchlorine-processing-1
as a dependency to providegas-hydrogen-chloride
forgas-ammonium-chloride
. However, in this case it remains unclear whygas-ammonium-chloride
should remain craftable in this mod configuration.[x] Tech:
lubricant
\ Requires: automation & logistic science packs\ Depends on:angels-oil-processing
\ Building unlocks: none\ Recipe unlocks:mineral-oil-lubricant
\ Action: The recipe requiresgas-residual
. The earliest sources aregas-steam-cracking-1
(4 recipes) andoil-steam-cracking-1
(1 recipe). The latter recipe actually only providesgas-butadiene
which is exclusively for rubber and should be removed in this mod configuration. Therefore, this tech should depend ongas-steam-cracking-1
. If you don't want to make this tech depend ongas-steam-cracking-1
, make it depend onangels-advanced-chemistry-2
(which depends on both steam cracking varieties)\ OR\ Ignore the requirement ongas-residual
, since the common ancestor (oil-gas-extraction
) is already an indirect dependency.[x] Tech:
plastics
\ Requires: automation & logistic science packs\ Depends on:angels-oil-processing
\ Building unlocks: none\ Recipe unlocks:solid-plastic
\ Action: Add dependency onautomation-2
to get access to theassembling-machine-2
to makesolid-plastic
.\ Comment: This technology deviates from the guidelines in the sense that it unlocks a recipe for which the ingredient (liquid-plastic
) will be unlocked by the subsequent techs: ranging from different tiers of petrochem plastics to different tiers of bio-plastics. This is a very elegant way of implementing "OR" in the tech tree. I like this, please don't change this. In fact, I think we should make use of this technique more often, if we can reasonably do so.[x] Tech:
plastic-1
\ Requires: automation & logistic science packs\ Depends on:plastics
,angels-advanced-chemistry-1
\ Building unlocks: none\ Recipe unlocks:solid-plastic
,liquid-plastic-1
\ Action: Remove recipesolid-plastic
from this tech, as it is already unlocked byplastics
, which is a direct prerequisite. Add dependency that providesgas-propene
forliquid-pastic-1
. Options:gas-steam-cracking-1
,oil-steam-cracking-1
,angels-advanced-chemistry-2
(depends on both of the above),\ OR\ Do nothing, since the common ancestor (oil-gas-extraction
) of the two options is already an indirect dependency of this tech, and it already depends on a subsequent tech (angels-advanced-chemistry-1
).[x] Tech:
resins
\ Requires: automation & logistic science packs\ Depends on:angels-oil-processing
\ Building unlocks: none\ Recipe unlocks:solid-resin
\ Loose ends:solid-resin
has no use.\ Action: Add dependence onautomation-2
to get access to theassembling-machine-2
to makesolid-resin
.\ However, in this mod configuration, resin has no use. Neither liquid nor solid. Remove this tech and all subsequent techs that produce different varieties of resin. For some reason,angels-stone-smelting-2
depends onresins
. That dependency should be removed in this mod configuration. Since this includes all temperate arboretum technologies, it remains unclear if the map generator should spawn temperate trees.[x] Tech:
resin-1
\ Requires: automation & logistic science packs\ Depends on:angels-nitrogen-processing-2
,angels-advanced-chemistry-1
,resins
\ Building unlocks: none\ Recipe unlocks:solid-resin
,liquid-resin-1
\ Loose ends:solid-resin
has no use, thereforeliquid-resin
has no use either.\ Action: The recipesolid-resin
should be removed from this tech since it is already unlocked byresins
. Furthermore, the dependence onangels-advanced-chemistry-1
is reduntant sinceangels-nitrogen-processing-2
already depends on that. Resin has no use in this mod configuration. This tech should be removed.[x] Tech:
rubbers
\ Requires: automation & logistic science packs\ Depends on:angels-oil-processing
\ Building unlocks: none\ Recipe unlocks:solid-rubber
\ Loose ends:solid-rubber
has no use.\ Action: Add dependence onautomation-2
to get access to theassembling-machine-2
to makesolid-rubber
.\ However, in this mod configuration, rubber has no use. Neither liquid nor solid. Remove this tech and all subsequent techs that produce different varieties of rubber. Since this includes all desert arboretum technologies, it remains unclear if the map generator should spawn desert trees.[x] Tech:
rubber
\ Requires: automation & logistic science packs\ Depends on:gas-steam-cracking-1
,angels-advanced-chemistry-2
,rubbers
\ Building unlocks: none\ Recipe unlocks:solid-rubber
,liquid-rubber-1
\ Loose ends:solid-rubber
has no use, thereforeliquid-rubber
has no use either.\ Action: The recipesolid-rubber
should be removed from this tech since it is already unlocked byrubbers
. Furthermore, the rationale for dependence ongas-steam-cracking-1
is unclear. Maybe remove this dependency(?) Rubber has no use in this mod configuration. This tech should be removed.[x] Tech:
gas-steam-cracking-1
\ Requires: automation & logistic science packs\ Depends on:gas-processing
\ Building unlocks:steam-cracker
\ Recipe unlocks: 4× steam cracking\ Action: If this tech has not gained an indirect dependence onsteel-processing
, none of the new recipes will be usable at the time of research.[x] Tech:
oil-steam-cracking-1
\ Requires: automation & logistic science packs\ Depends on:angels-oil-processing
\ Building unlocks:steam-cracker
\ Recipe unlocks:catalyst-steam-cracking-butane
,catalyst-steam-cracking-naphtha
\ Action: Remove recipecatalyst-steam-cracking-butane
since its primary productgas-butadiene
is only used for rubber.\ OR\ Add dependency onangels-advanced-chemistry-1
to providecatalyst-metal-green
for said recipe. However, this would keep a useless fluid in the tech tree.\ In any case, if this tech has not gained an indirect dependence onsteel-processing
, none of the new recipes will be usable at the time of research.[x] Tech:
angels-advanced-chemistry-2
\ Requires: automation & logistic science packs\ Depends on:oil-steam-cracking-1
,gas-steam-cracking-1
,angels-advanced-chemistry-1
\ Building unlocks: 6 higher tier chemical buildings\ Recipe unlocks:liquid-styrene-catalyst
,gas-benzene-catalyst
,liquid-ethylbenzene-catalyst
\ Action: Remove recipeliquid-styrene-catalyst
since its only use is rubber. Remove recipeliquid-ethylbenzene-catalyst
since it only leads to styrene which only leads to rubber.\ Optional: Change recipes forangels-chemical-plant-2
andoil-refinery-2
to useadvanced-circuit
instead ofelectronic-circuit
. When comparing the different buildings that are unlocked by this tech, their material requirements are different and it remains unclear why. Maybe consideroil-refinery-2
to requireconcrete-brick
sinceoil-refinery-1
requiresstone-brick
. Why do none of theangels-chemical-plant
require any form of brick(?)\ Comment: Maybe review internal progression logic for different types of buildings, and re-distribute across technologies. Maybe do so in a different issue. This one is full of stuff already …[x] Tech:
angels-electric-boiler
\ Requires: automation & logistic science packs\ Depends on:gas-steam-cracking-1
,oil-steam-cracking-1
\ Building unlocks:angels-electric-boiler
\ Recipe unlocks:angels-steam-water
\ Action: If this tech has not gained an indirect dependence onsteel-processing
, none of the new recipes will be usable at the time of research.[x] Tech:
ore-powderizer
\ Requires: automation & logistic science packs\ Depends on:lubricant
,ore-advanced-crushing
\ Building unlocks:ore-powderizer
\ Recipe unlocks: 2× milling drum, 2× ferrous, 2× cupric)\ Action: If you do not includeautomation-2
as a (direct or indirect) prerequisite foroil-gas-extraction
, you have to add the dependency onautomation-2
here in order to unlock theassembling-machine-2
which is required for recipemilling-drum
. This furthermore incorporates the requirement forsteel-processing
which is required formilling-drum
, too.[x] Tech:
angels-metallurgy-2
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-1
(automation tech only!)\ Building unlocks: higher tier furnaces and casting machines\ Recipe unlocks: none\ Action: Add dependency on a logistic science tech. Reasonable options:ore-floatation
,advanced-material-processing
,logistic-science-pack
. If no additional prerequisite brings in a dependence onangels-stone-smelting-1
, none of the new buildings will be usable at time of research, violating guideline 2. In any case, delaying this tech would also delay the availability ofangels-steel-smelting-1
– which is most certainly undesirable.[x] Tech:
angels-gold-smelting-1
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-2
,chlorine-processing-1
,ore-floatation
\ Building unlocks: none\ Unlocks: 4 recipes for gold smelting\ Loose ends: No form of gold has a use in this mod configuration.gold-ore
is not required for any metal catalysts.angels-wire-gold
is not required for any circuits.gold-plate
is not required for any circuits nor modules.\ Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. All appearances of gold should be removed from this modpack combination, starting fromore-floatation
via crystallization fromslag-processing-2
all the way toangels-gold-smelting-3
.\ OR\ Integrate gold into some recipes that exist in this mod combinaiton. Examples:angels-wire-gold
forprocessing-units
.[x] Tech:
angels-cobalt-smelting-1
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-2
,angels-coal-procssing-2
,ore-floatation
\ Building unlocks: none\ Recipe unlocks:cobalt-ore-smelting
\ Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again.[x] Tech:
angels-manganese-smelting-1
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-2
,angels-coal-procssing-2
,ore-floatation
\ Building unlocks: none\ Recipe unlocks:manganese-ore-smelting
\ Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again.[x] Tech:
angels-aluminium-smelting-1
\ Requires: automation & logistic science packs\ Depends on:powder-metallurgy-1
,angels-coal-procssing-2
,ore-floatation
\ Building unlocks: none\ Recipe unlocks: 5 aluminium smelting recipes leading toangels-plate-aluminium
\ Loose ends:angels-plate-aluminium
and henceliquid-molten-aluminium
have no use in this mod config.ingot-aluminium
has only limited use viaangels-silicon-smelting-3
to makeingot-silicon
for either advanced iron or steel smelting.\ Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. Remove recipesmolten-aluminium-smelting-1
andangels-plate-aluminium
since they are loose ends. Not sure if the semi-exotic use ofingot-aluminium
foringot-silicon
for advanced iron and steel smelting should remain a thing. Feels like that's a convoluted way of doing a whole lot of not much.[x] Tech:
angels-silver-smelting-1
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-2
,ore-floatation
\ Building unlocks: none\ Unlocks: 3 recipes for silver smelting\ Loose ends: Ifangels-solder
remains a loose end, the only use for silver is as an ore for metal catalysts. Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. All appearances of processed silver should be removed from this mod configuration. That includes this tech and all its recipes.\ OR\ Integrate silver into some recipes that exist in this mod combinaiton.[x] Tech:
angels-steel-smelting-1
\ Requires: automation & logistic science packs\ Depends on:angels-iron-smelting-1
,angels-metallurgy-2
,basic-chemistry
\ Building unlocks: none\ Recipe unlocks: 3 steel smelting recipes\ Action: Ifangels-metallurgy-2
gains additional prerequisites that delay this tech to an undesirable degree, then replace the dependence onangels-metallurgy-2
with a dependence onadvanced-material-processing
or similar logistic science tech.[x] Tech:
angels-zinc-smelting-1
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-2
,angels-lead-smelting-1
,ore-floatation
\ Building unlocks: none\ Recipe unlocks: 3 zinc smelting recipes\ Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again.[x] Tech:
angels-nickel-smelting-2
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-2
,angels-sulfur-processing-1
,ore-processing-1
\ Building unlocks: none\ Recipe unlocks: 4 higher tier nickel smelting recipes\ Loose ends:powder-nickel
only leads toangels-plate-tungsten
which is useless in this mod configuration. Action: Remove the recipepowder-nickel
from this tech.[x] Tech:
angels-cooling
\ Requires: automation & logistic science packs\ Depends on:angels-metallurgy-2
,water-treatment
\ Building unlocks:cooling-tower
\ Recipe unlocks:coolant-cool-steam
\ Action: Ifangels-metallurgy-2
has not gained a dependence onangels-stone-smelting-1
, neither the new building nor the new recipe will be usable at time of research, violating guideline 2.[x] Tech:
angels-stone-smelting-2
\ Requires: automation & logistic science packs\ Depends on:angels-stone-smelting-1
,powder-metallurgy-1
,resins
\ Building unlocks: none\ Recipe unlocks:cement-mixture-1
,concrete-mixture-1
,angels-concrete
,angels-concrete-brick
\ Action: If this tech has not gained an indirect depenence onore-crushing
(e.g. viaangels-metallurgy-1
), this tech should depend on it. Otherwise, there is noquartz
forcement-mixture-1
to kickstart this entire production chain. Remove dependence onresins
. In this mod configuration, it is unclear why the depnendence exists in the first place.[x] Tech:
strand-casting-1
\ Requires: automation & logistic science packs\ Depends on:angels-cooling
,angels-metallurgy-2
\ Building unlocks:strand-casting-machine
\ Recipe unlocks: none\ Action: This tech depends onangels-metallurgy-2
explicitly and again indirectly viaangels-cooling
. Remove explicit dependence. If this tech has not gained an indirect dependence onangels-stone-smelting-1
, the new building will not be usable. Thus violating guideline 2. However, delaying this tech also delays the following technologies. These providing higher yield recipes for various ingots that still remain usable even without this building. I don't know what the best course of action is in this case. Maybe when in doubt, follow the guidelines (?)[x] Tech:
angels-glass-smelting-1
\ Requires: automation & logistic science packs\ Depends on:ore-crushing
,powder-metallurgy-1
,strand-casting-1
\ Building unlocks: none\ Recipe unlocks:glass-mixture-1
,molten-glass-smelting
,angels-coil-glass-fiber
\ Loose ends:angels-coil-glass-fiber
has no use in this mod configuration, rendering all recipes in this technology loose ends. Action: In this mod configuration, remove this tech and all its recipes, as well as following techs and recipes.[x] Tech:
angels-solder-smelting-2
\ Requires: automation & logistic science packs\ Depends on:angels-solder-smelting-1
,angels-zinc-smelting-1
,strand-casting-1
\ Building unlocks: none\ Recipe unlocks: 3 higher tier solder smelting recipes\ Loose ends:angels-solder
has no use in this mod configuration.\ Action: Remove this tech and all its recipes, as well as all following techs and recipes.[x] Tech:
angels-tin-smelting-2
\ Requires: automation & logistic science packs\ Depends on:angels-tin-smelting-1
,angels-copper-smelting-2
,angels-coal-processing-2
,strand-casting-1
,ore-processing-1
\ Building unlocks: none\ Recipe unlocks: 6 higher tier tin smelting recipes\ Loose ends:angels-plate-tin
andanegls-wire-tin
have no use in this mod configuration.\ Action: This tech depends onstrand-casting-1
explicitly and indirectly viaangels-copper-smelting-2
. Remove explicit dependence. This tech depends onore-processing-1
explicitly and indirectly viaangels-copper-smelting-2
. Remove explicit dependence. Remove this technology, all its recipes and all following technologies since it is only a loose end.[x] Tech:
bio-wood-processing-2
\ Requires: automation & logistic science packs\ Depends on:bio-wood-processing
,angels-coal-processing
(automation science only!)\ Building unlocks: none\ Recipe unlocks:wood-charcoal
,carbon-from-charcoal
,gas-carbon-dioxide-from-wood
\ Action: Add dependence on logistic science technology. Reasonable options:advanced-material-processing
,fluid-handling
,automation-2
,logistic-science-pack
\ OR\ Replace dependence onangels-coal-processing
with dependence onangels-coal-processing-2
. However, this would delay renewable carbon quite considerable.[x] Tech:
bio-wood-processing-3
\ Requires: automation & logistic science packs\ Depends on:bio-wood-processing-2
\ Building unlocks: none\ Recipe unlocks:wood-bricks
\ Action: No action required.\ Optional: Add dependence onangels-coal-processing-2
orautomation-2
if its prerequisite does not depend on it yet. Those are reasonable precursor techs.[x] Tech:
bio-paper-2
\ Requires: automation & logistic science packs\ Depends on:bio-paper-1
,angels-nitrogen-processing-1
\ Building unlocks: none\ Recipe unlocks:paper-bleaching-2
,liquid-pulping-liquor
,sulfite-pulping
,brown-liquor-recovery
\ Loose ends:solid-paper
has no use.\ Action: Remove recipepaper-bleaching-2
. Add dependence onangels-sulfur-processing-1
to getgas-sulfur-dioxide
forliquid-pulping-liquor
.\ Optional: Add dependence onchlorine-processing-1
to getsolid-sodium-hydroxide
forbrown-liquor-recovery
. Otherwise, this production chain does not run very efficiently.[ ] Tech:
bio-hatchery
\ Requires: automation & logistic science packs +token-bio
(!?)\ Depends on:gardens
(automation tech only!)\ Building unlocks:bio-hatchery
\ Recipe unlocks: 5× puffer egg hatching\ Action: Add dependence on a logistic science tech. Reasonable options:automation-2
,gas-processing
,oil-gas-extraction
,bio-refugium-fish-1
,bio-farming-2
,logistic-science-pack
. Currently, this tech is the only in its vicinity in the tech tree that requirestoken-bio
. This violates guideline 4. Remove requirement ontoken-bio
from this tech\ OR\ Addtoken-bio
to all subsequent technologies. Although this would be a drastic change and most likely not desirable.[x] Tech:
bio-pressing
\ Requires: automation & logistic science packs\ Depends on:angels-oil-processing
,bio-farm-1
,slag-processing-1
\ Building unlocks:bio-press
\ Recipe unlocks: 3× raw vetetable oil, 3× veg oil filtering,liquid-vegetable-oil-refining
\ Action: No action required. Optional: Maybe not the best idea but you could moveliquid-raw-vegetable-oil-filtering-2
from this tech toslag-processing-2
, since the recipe is not usable at this point. Sinceslag-processing-2
is chemical science tech, likelihood is high that player will research this tech earlier anyways.[ ] Tech:
bio-fermentation
\ Requires: automation & logistic science packs\ Depends on:bio-farm-1
\ Building unlocks: none\ Recipe unlocks: 2× fermentation base, 2× fermentation,ethanol-to-ethylene-synthesis
\ Action: Add dependence onbasic-chemistry-2
in order to gain access toliquifyer
andangels-chemical-plant
to make all the recipes of this tech. Otherwise, no recipe is usable at time of research. Add dependence on a logistic science tech. Reasonable options:fluid-handling
,angels-advanced-chemistry-1
,angels-sulfur-processing-1
,automation-2
,logistic-science-pack
. If you addangels-sulfur-processing-1
, make sure that it is indeed logistic science tech (as per recommendadion). That option would provideliquid-sulfuric-acid
to makeethanol-to-ethylene-synthesis
usable at the time of research.[x] Tech:
bio-plastic-1
\ Requires: automation & logistic science packs\ Depends on:plastics
,bio-fermentation
\ Building unlocks: none\ Recipe unlocks: 5× recipes that form a production chain forliquid-plastic
\ Action: Add dependence onbio-nutrient-paste
got getgas-acetone
for the last step of the production chain. Ifbio-fermentation
will not depend onangels-sulfur-processing-1
, this tech should depend on it in order to unlock the stepliquid-acetate-mixture
in this production chain. Ifbio-nutrient-paste
will not depend ongas-processing
, this tech should depend on it in order to gain access to thegas-refinery-small
, thus ensuring thatgas-acetone
is accessible via biomass refining.[x] Tech:
bio-nutrient-paste
\ Requires: automation & logistic science packs\ Depends on:bio-farm-1
\ Building unlocks:nutrient-extractor
\ Recipe unlocks: 6× nutrient pulp, 3× biomass refining\ Action: Add dependence on a logistic science tech. Reasonable options:gas-refining
,fluid-handling
,automation-2
,logistic-science-pack
. The optiongas-refining
has the advantage that it automatically unlocks the biomass refining recipes, since those are made in agas-refinery-small
.[x] Tech:
bio-processing-paste
\ Requires: automation & logistic science packs\ Depends on:chlorine-processing-1
,bio-processing-brown
,bio-nutrient-paste
\ Building unlocks: none\ Recipe unlocks:paste-cellulose
\ Action: No action required. Optional: Although it is probably not a good idea, you could remove dependence onbio-nutrient-paste
.[x] Tech:
bio-arboretum-temperate-1
\ Requires: automation & logistic science packs +token-bio
\ Depends on:resins
,bio-fermentation
,bio-arboretum-1
\ Building unlocks: none\ Recipe unlocks: production chain to makeliquid-resin
\ Loose ends:solid-resin
has no use. Action: Add dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
. Remove this technology, all its recipes, and all following technologies.[x] Tech:
bio-arboretum-temperate-2
\ Requires: automation & logistic science packs +token-bio
\ Depends on:bio-arboretum-temperate-1
,bio-farm-alien
\ Building unlocks: none\ Recipe unlocks: higher tier production chain to makebio-resin
\ Loose ends:solid-resin
has no use. Action: Remove the dependence onbio-farm-alien
since already the prerequisite should depend on it. Remove this technology, all its recipes, and all following technologies.[x] Tech:
bio-arboretum-desert-1
\ Requires: automation & logistic science packs +token-bio
\ Depends on:rubbers
,bio-nutrient-paste
,bio-arboretum-1
\ Building unlocks: none\ Recipe unlocks: production chain to makeliquid-rubber
\ Loose ends:solid-rubber
has no use. Action: Add dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
. Remove this technology, all its recipes, and all following technologies.[x] Tech:
bio-arboretum-desert-2
\ Requires: automation & logistic science packs +token-bio
\ Depends on:bio-arboretum-desert-1
,bio-farm-alien
\ Building unlocks: none\ Recipe unlocks: higher tier production chain to makebio-rubber
\ Loose ends:solid-rubber
has no use. Action: Remove the dependence onbio-farm-alien
since already the prerequisite should depend on it. Remove this technology, all its recipes, and all following technologies.[x] Tech:
bio-arboretum-swamp-1
\ Requires: automation & logistic science packs +token-bio
\ Depends on:plastics
,bio-nutrient-paste
,bio-arboretum-1
\ Building unlocks: none\ Recipe unlocks: production chain to makeliquid-plastic
\ Action: Add dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
. Remove this technology, all its recipes, and all following technologies.[x] Tech:
bio-arboretum-swamp-2
\ Requires: automation & logistic science packs +token-bio
\ Depends on:bio-arboretum-swamp-1
,bio-farm-alien
\ Building unlocks: none\ Recipe unlocks: higher tier production chain to makebio-plastic
\ Action: Remove the dependence onbio-farm-alien
since already the prerequisite should depend on it.[x] Tech:
bio-refugium-fish-1
\ Requires: automation & logistic science packs\ Depends on:water-treatment-3
,angels-advanced-chemistry-1
,bio-nutrient-paste
\ Building unlocks:bio-refugium-fish
\ Recipe unlocks:liquid-fish-atmosphere
, 4× fish petting\ Action: No action required.\ Optional: Add dependene onbio-processing-green
as it is a natural precursor technology. Change recipe forliquid-fish-atmosphere
to be made in a chemical plant and remove dependence onangels-advanced-chemistry-1
.[x] Tech:
bio-refugium-fish-2
\ Requires: automation & logistic science packs\ Depends on:bio-refugium-butchery-1
,bio-refugium-fish-1
\ Building unlocks: none\ Recipe unlocks: 4× fish breeding\ Action: This tech depends onbio-refugium-fish-1
explicitly and indirectly viabio-refugium-butchery-1
. Remove explicit dependence. Ifbio-refugium-fish-1
will not depend onbio-processing-green
, this technology should depend on it. Thus all recipes are immediately unlocked at the time of research.[x] Tech:
bio-pressing-fish
\ Requires: automation & logistic science packs\ Depends on:bio-refugium-fish-1
,bio-pressing
,bio-fermentation
\ Building unlocks: none\ Recipe unlocks: 4× raw fish oil,fish-pulp-nutrients
, 2× fish oil filtration, 2× fish oil refining\ Action: The first useful products from this processing chain isliquid-mineral-oil
from the fish oil filtration recipes. These recipes requirethermal-water
. Hence this tech should depend onthermal-water-extraction
. Otherwise, there is just dangling intermediate products available at time of research.\ Optional: Maybe not the best idea but you could moveliquid-raw-fish-oil-filtering-2
from this tech toslag-processing-2
, since the recipe is not usable at this point. Sinceslag-processing-2
is chemical science tech, likelihood is high that player will research this tech earlier anyways.[x] Tech:
bio-processing-crystal-splinter-1
\ Requires: automation & logistic science packs\ Depends on:bio-refugium-fish-1
,geode-processing-2
\ Building unlocks: none\ Recipe unlocks: 6 recipes that form a production line for polished crystal splinter in three colors.\ Action: No action required if one of the precursor technologies has aquired a dependency onautomation-2
. Otherwise, the final step in the production chain is not usable.[x] Tech:
modules
\ Requires: automation & logistic science packs\ Depends on:advanced-electronics
\ Building unlocks: none\ Recipe unlocks: none\ Action: No action required.\ Optional: Add dependence onbio-processing-crystal-splinter-1
. Thenspeed-module
,productivity-module
andeffectivity-module
can drop their individual dependence onbio-processing-crystal-splinter-1
.[x] Tech:
speed-module
\ Requires: automation & logistic science packs\ Depends on:modules
,bio-processing-crystal-splinter-1
\ Building unlocks: none\ Recipe unlocks:speed-module
\ Action: Ifmodules
will depend onbio-processing-crystal-splinter-1
, this tech need not depend on that anymore.[x] Tech:
productivity-module
\ Requires: automation & logistic science packs\ Depends on:modules
,bio-processing-crystal-splinter-1
\ Building unlocks: none\ Recipe unlocks:productivity-module
\ Action: Ifmodules
will depend onbio-processing-crystal-splinter-1
, this tech need not depend on that anymore.[x] Tech:
effectivity-module
\ Requires: automation & logistic science packs\ Depends on:modules
,bio-processing-crystal-splinter-1
\ Building unlocks: none\ Recipe unlocks:effectivity-module
\ Action: Ifmodules
will depend onbio-processing-crystal-splinter-1
, this tech need not depend on that anymore.[x] Tech:
angels-bio-yield-module
\ Requires: automation & logistic science packs +token-bio
\ Depends on:productivity-module
,effectivity-module
,gardens-2
\ Building unlocks: none\ Recipe unlocks:angels-bio-yield-module
\ Action: Replace dependence ongardens-2
with dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
.[ ] Tech:
angels-vequipment-1
\ Requires: automation & logistic science packs\ Depends on:logistic-science-pack
\ Building unlocks: none\ Recipe unlocks:angels-burner-generator-vequip
\ Action: The vehicle burner generator can only be used in vehiles. All vehicles requireengine-units
as ingredients. It is only logical to make this tech depend onengine
, even though engine is not an ingredient in this recipe. Then, the explicit dependence onlogistic-science-pack
can be removed.[ ] Tech:
angels-crawler
\ Requires: automation & logistic science packs\ Depends on:angels-vequipment-1
\ Building unlocks: none\ Recipe unlocks:angels-crawler
\ Action: Ifangels-vequipment-1
will depend onengine
, no action is required. Otherwise, neithersteel
norengine-unit
is available. That case would render this tech useless at point or research.\ Optional Add dependence onautomobilism
since that is the most natural precursor technology.[ ] Tech:
angels-ghosting-construction-robots
\ Requires: automation & logistic science packs\ Depends on:robotics
(chemical science tech!)\ Building unlocks: none\ Recipe unlocks: none\ Action: Following guideline 4, this tech should become chemical science tech. However, its only use is to enable ghosts upon destruction of entities. An alternative tech exists that does the same thing,angels-ghosting-angels-construction-robots
, which is a genuine logistic science technology (depends only onengine
). In fact, when one of the two techs is researched, the other will be force-researched. Furthermore, according to the previous recommendations, one or more of the prerequisites ofangels-ghosting-construction-robots
will already depend onengine
, thus making the sister technology available much earlier than this one and cheaper in price. This immediately raises the question whyangels-ghosting-construction-robots
exists. I recommend removing it.