Arch666Angel / mods

Angelsmods Repository
https://forums.factorio.com/viewforum.php?f=185
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AngelBob Contemplations, Part 1 #550

Closed adoa closed 1 year ago

adoa commented 3 years ago

This is a list of compatibility and consistency issues between Angel's Mods and Bob's Mods. Baseline is: All of Angel's Mods, All of Bob's mods, default settings (Industry Overhaul) and dev branch as of 72465f3.

Automation Science Tier

KiwiHawk commented 3 years ago

In Sea Block, I moved the unlock for Tinned copper wire to Electronics. That's the first place it's used. It didn't seem worth creating a new tech for one recipe.

adoa commented 3 years ago

In Sea Block, I moved the unlock for Tinned copper wire to Electronics. That's the first place it's used. It didn't seem worth creating a new tech for one recipe.

I like that idea. For AngelBob and Seablock this will definitely work, but I am not exactly sure if Component overhaul might need tinned copper wire for other items before circuits … hmm …

adoa commented 3 years ago

Component mode introduces the tech "Cabling components 2" which is the only technology roughly on a similar tech level, but actually later, which requires tinned copper wire. So either a separate tech or putting tinned copper wire on electronics would be fine with the overhauls as well.

Pezzawinkle commented 3 years ago

angels-lamp and small-lamp are functionally identical. With only Angel's Industry they have identical recipes. With Bob's Electronics, their recipes differ in the tier of electronic circuits: basic-circuit-board for small-lamp but electronic-circuit for angels-lamp. Rationale unclear. Either make angels-lamp better in some way, or ensure recipes are identical also with bobselectronics.

image

ok, looks like from this that there are actual differences... angels light seems to have a harder light, while the vanilla one is softer and for reasons I checked the shred one... lol In terms of the recipe, i have for now unified them to the cheaper recipe.

adoa commented 3 years ago

Was the angels-lamp adjusted to the new night lighting system? looks like there is too much white in there.

Pezzawinkle commented 3 years ago

Angel's new angels-plate-hot-iron reduces the trouble to kickstart steel production, however the technology steel-processing still inherits dependencies on electrolysis-1 and chemical-processing-1 from Bob's mods. Those dependencies need to be removed.

As part of the electrolysis fix (also took the time to remove it as a pre-req on steel-processing and lithium-processing (and some extras for electrolysis-2)). It is down to the just chemical-processing-1 and automation... I'm tempted to leave this as part of the discussion around that as mentioned above. Calling this one partially fixed.

Pezzawinkle commented 3 years ago

image

With the updates to replacing alloy-processing with angels-coal-processing for the pre-req of electronics, I think leaving steel as a precursor is fine. With the way this currently is (its not too cluttered), enforcing early steel and an actual smelting set-up is more than fine before you get electronics.

Pezzawinkle commented 3 years ago

In Sea Block, I moved the unlock for Tinned copper wire to Electronics. That's the first place it's used. It didn't seem worth creating a new tech for one recipe.

I have no issues moving it back here, ill discuss this with @LovelySanta first though.

KiwiHawk commented 3 years ago

Assuming Tinned copper wire is moved to Electronics, the prerequisites would look more like this. It does bring it forward. None of the removed prerequisites unlock anything required so feel pointless.

110200125-778ceb80-7eb0-11eb-8f3b-231d88c36a6d

Keeping them there doesn't enforce building an angels smelting setup. You can unlock the techs and then ignore (for now).

Pezzawinkle commented 3 years ago

I guess that depends entirely on if we want to consider #329 and the repercussions of that

adoa commented 3 years ago

I guess that depends entirely on if we want to consider #329 and the repercussions of that

The smelting patch mod just prevents you from using sorted ores like iron, copper, tin in a stone furnace to get the plates. It will under no circumstances force you to get blast furnaces before being able to make your first tin plates or lead plates – those can always be obtained from crushed bobmonium and rubyte.

Therefore, I don't see the connection to the smelting patch.

Furthermore, if steel and metallurgy was an intended pre-requisite for electronics, why was basic-solder-smelting introduced in the first place? Currently you can make lead plates, tin plates, and solder early on. The only ingredient to electronics that is locked behind steel and metallurgy is tinned copper wire. But in order to make tinned copper wire you only need tin plates and copper cables, none of which actually require any blast furnace.

Therefore if you really want to enforce early steel and blast furnaces, you have to disable the recipes to get tin and lead from crushed bobmonium/rubyte as well as the basic solder tech. But that might have further unintended consequences.

adoa commented 3 years ago

This is the list of technologies that need both steel and basic electronic boards. Therefore, if electronics loses its dependency on steel-processing, these technologies should depend on steel-processing explicitly:

Automation Science Tier

Transport Science Tier

Pezzawinkle commented 3 years ago

after sleeping on it, I do agree with the flexibility gained by moving steel out... ill start patching that now.

Pezzawinkle commented 3 years ago

I am not 100% sure if this is the correct location to be plugging these tech issues (may move them to a separate file) I can confirm that if the updates are made any later than the timing (of the part 2 patch), then bobs tech tree clean-up script murders the pre-reqs. (run in data-final-fixes stage)

Pezzawinkle commented 3 years ago

Technology water-treatment currently depends on electronics and indirectly on steel-processing. However, none of the unlocked recipes use steel nor basic electronic boards. I recommend having water-treatment depend on either basic-chemistry, fluid-handling, or automation instead. This change would also make algae and automated circuits (without bob's greenhouse) available earlier.

adoa commented 3 years ago

My problem with leaving electronics as a prerequisite when bobselectronics is present: water-treatment is a prerequisite for algae, which in turn are needed to automate basic circuit boards, which are the starting point for the basic electronic boards unlocked by electronics.

Pezzawinkle commented 3 years ago

didn't i fix that in part 3? I do know that with the tech overhaul it is very different.

adoa commented 3 years ago

You did, but only if petrochem is present. And now I realize that is sufficient, because without petrochem there is also no bioprocessing, therefore no need for early algae.

adoa commented 3 years ago

Looks like the water-treatment should not be changed when the overhauls are active: #555

Pezzawinkle commented 3 years ago

OK, i think im done with the initial pass-through, can we please start feeding me bugs with different configs now (really should have done this as a PR)... different mod combinations (mainly up-to smelting, then full industries), and different settings, mainly for bobs settings (extra chem/smelting ones etc...).

Pezzawinkle commented 3 years ago

Looks like the water-treatment should not be changed when the overhauls are active: #555

Yeah, industries removed the "old" electronics prereq, when i changed it, i forgot to look for instances it was called later on. Fixed already

drakesiard commented 3 years ago

Note that this breaks tinned wire in an Angels Industries-only configuration (i.e. no Bob's electronics), see #583. For some reason the basic tinned wire no longer is unlocked by the red-science tin smelting tech.

LovelySanta commented 3 years ago

Note that this breaks tinned wire in an Angels Industries-only configuration (i.e. no Bob's electronics), see #583. For some reason the basic tinned wire no longer is unlocked by the red-science tin smelting tech.

Fixed #583 in https://github.com/Arch666Angel/mods/commit/470292da7daca87419c38b3e9aaa87f279481ab8

Pezzawinkle commented 3 years ago

Based on the current level of this thread, I guess the last thing to consider is those empty chemical processing technologies... ive said im happy in its current form, but id like a final thought/review before i close this.

LovelySanta commented 3 years ago

The question is when the technologies are empty.. I assume the 'last' mod to remove things is smelting (which removes the furnaces), so I think it's a good idea that smelting does a global replace technology such that any dependencies move to an angels equivalent, before disabling the technologies in question. I am leaning towards the basic chemistry technologies from petrochem as a suitable replacement? (which will be there since smelting depend on petrochem)

LovelySanta commented 3 years ago

Removing this issue from the next milestone as this is good enough. Leaving the issue open for next contemplation