Closed KiwiHawk closed 2 years ago
I'm still unsure if we want to solve this at this point... 1 + 3 need to go together, there is no point in increasing the tiers if it doesn't give additional items, I am of the opinion it is fine as is for now 2 I'm still unsure if we want to remove bobs alloys completely... I'm still opting to remove it, and use alien materials (artifact based) fore late game instead
Partially implemented in https://github.com/Arch666Angel/mods/commit/dcd39c7eb301b6010668abf18d2554b4d729e62a and checked in the initial post
Save attached, showing each building with it's new tier. Angels Building Tiers.zip
Edit: Save game is out of date. Algae farm 2 uses T1 ingredients
Tier changes for AR, for if (when) this PR does get accepted:
If Solder mixture is enabled, icons for ingot to molten solder recipes should be numbered 2, 3, 4. If Solder mixture is not enabled, recipes should be numbered 1, 2, 3.
angelsmods.trigger.smelting_products["solder"].mixture = true
Quite a bit to unpack here... I would actually rather most of the smelting and bioprocessing buildings start at T1, not T0 since there is a clear need for basic ore processing and burner phase systems, if we give access to smelting etc too early, we risk overloading newer players. The hot iron steel recipe should be a requirement for at least some of the more advanced configurations, and we did add that for a very good reason. There are two directions to attack this from, one is the full blown suite, slowly taking things away, and starting from the bare minimum and ramping up. Due to the complexity of tech mode with industries, i think it would be better to start there, with its clearly defined partitions between tiers, then work back into component mode, and backwards to non-component mode, removing things which are clearly not accessible... the tier recipe system should be clearly defined (or added to if not) for most buildings. The only other tweaks which should be made from there are where you cannot actually progress.
also, I thought the powderiser was a tier 1.5 proper item, since glass/silicon processing was required relatively early on
also, I thought the powderiser was a tier 1.5 proper item, since glass/silicon processing was required relatively early on
Do you mean the Powder mixer? Rather than Ore powderizer. This PR doesn't change where it is unlocked in the tech tree. It just changes it's ingredients to match the other buildings unlocked at the same time.
Sintering oven takes higher tier ingredients than Powder mixer. Even though they are unlocked at the same time. Similar issue applies to Pellet press and Ore processing machine.
This should be one of the least controversial parts of the PR.
Quite a bit to unpack here... I would actually rather most of the smelting and bioprocessing buildings start at T1, not T0 since there is a clear need for basic ore processing and burner phase systems, if we give access to smelting etc too early, we risk overloading newer players. The hot iron steel recipe should be a requirement for at least some of the more advanced configurations, and we did add that for a very good reason. There are two directions to attack this from, one is the full blown suite, slowly taking things away, and starting from the bare minimum and ramping up. Due to the complexity of tech mode with industries, i think it would be better to start there, with its clearly defined partitions between tiers, then work back into component mode, and backwards to non-component mode, removing things which are clearly not accessible... the tier recipe system should be clearly defined (or added to if not) for most buildings. The only other tweaks which should be made from there are where you cannot actually progress.
Bio buildings aren't available any earlier. The only bio building which is available at T0 is the Algae farm and that is not a new thing.
I knew that this would be the most controversial part of the PR.
I don't think that getting rid of Glowing hot iron plates will make things any more overloading to new players. Removing the basic steel process gives access to Metallurgy a bit sooner but not a lot earlier. It still requires Ore Sorting to be set up first. (I can make a change to the tech tree to better show this).
Glowing Hot Iron Plates is a new process anyway. With my changes, players have two fewer new processes available at Red Science level. It also makes this stage of the game less painful as the cheaper steel recipe is available sooner. Soon after becoming available, both processes will be completely replaced; as opposed to being build on and extended.
I remember the discussions around when Glowing hot iron plates were introduced. Previously, Bob's Steel recipe required Oxygen. However there is currently no way of getting Oxygen at Red Science tech without backing up another gas. I've solved this in the PR.
Agreed. Starting with science overhaul and working back sounds good. I'm interested to understand how this PR affects things when the additional overhauls are enabled!
My understanding is that components mode already makes a change similar to this PR, removing Steel as an ingredient / prerequisite for the Metallurgy buildings.
Edit: I've split some unrelated changes into their own issues / PRs.
The partial implementation of this issue has made some buildings more expensive than they probably should be. Mostly due to T1 now requiring steel. I've reviewed all buildings from Refining, Smelting, Petrochem and Bioprocessing; reviewing which tier of materials they take. Note: testing has been in a BA game.
Ingredient Tiers
This is my understanding of the tiers. Some of these have been inconsistent so I'm aiming to tidy this up. Buildings with either T1 ore T2 ingredients are all shown as T2 by Artisanal Reskins.
Self Imposed Guidelines
Buildings using T1 and T2
Algae recipes
Metallurgy recipes
Material Tier changes
[x] Change buildings to use T0 materials rather than T1
[x] Change buildings to use T1 materials rather than T2
[x] Change buildings to use T2 materials rather than T1
[x] Change buildings to use T3 materials rather than T4
Tech tier changes
[x] Tech unlocks T3 buildings so move to blue science
[x] Tech unlocks T5 buildings so move to purple science
Artisanal Reskins T0
I've tried to keep the number of buildings in AR T0 to a minimum. These will be the only ones:
Other
General tech tidy:
Completed
T1 & T2
T6
[x] Maybe add placeholders for T6 ingredients? These can resolve to the same materials as T5 currently. Would make it easy for other mods to supply the higher tier materials. Pellet press 4 and Advanced gas refinery 4 should be using T6 ingredients.
[x] If Bob's mods are enabled, for T6 use: