Open Para0234 opened 1 month ago
Bob's Libraries was not modified at all during that test, so it appears to be working properly without needing changes.
Thanks for starting on updating this mod! I've added a couple of review comments based on a quick scan of your changes.
However I have been planning a major overhaul of this mod. To try address some of it's glaring issues.
It adds too many module tiers. There are multiple tiers that unlock with the same science packs. So there is no point using many tiers, you may as well skip and go directly to the higher tier.
It's far too powerful. This mod is known among modders to be stupidly broken OP! I'd like to try change that. At least with default settings. Otherwise with the ability to make Legendary Quality modules, it becomes even worse!
Fixing these issues will cause disruption. However I do believe that now is the best time for making breaking changes.
Honestly, I like the mod how it is. It's stupid OP, but well, it could be worse, honestly, but I understand the changes you want to take it to (Although, keeping the god modules as-is, AKA optional and powerful), would be absolutely perfect for me. Although, Bob's mods tend to always end up stupid OP when pushed to their limits, and that's how I like it.
If I may ask, do you already have plans on what you want to change? Maybe I can try to work on them.
One module tier unlocked per tech tier. For vanilla this will be:
Not sure about with Space Age yet.
Could do something like 5 tiers for the base game and 8 for Space Age (with something like 3 on Nauvis, and the remaining 5 elsewhere). However, I would say that science packs are not the only way to space out these tiers. Materials can also do it, such as how gems are the key to unlocking tier 5 currently - materials you might otherwise put off acquiring. Here's an example of how I've gone about it in my mod, as a listing of what is needed to advance to each level. It goes up one tier of electronics every odd level, and every even level has an added ingredient.
(Efficiency modules) 1: Red circuit board components, aluminium, gold to make module case and contacts, and chemical sci 2: Red circuit board components, solar panel (requires silver) 3: Blue circuit board components, production sci 4: Blue circuit board components, lithium ion battery(third tier of four in my mod) 5: Purple circuit board components, gems 6: Purple circuit board components, power electronics (requires gallium and indium to be set up) 7: Rocket control unit components (also requires gallium), utility sci 8: Rocket control unit components, radioisotope generator
Another benefit of taking this approach is that it makes modules more interesting than being just another electronics item. This was obviously inspired by how Space Exploration does it, but honestly I think Bob's has the potential to do it better, given the how many potential materials we have at our disposal. Personally, I would keep the number of tiers at 8, and I'm sure many people would be disappointed to see otherwise (though the default parameters should definitely come down a lot) but an alternative 5 tier arrangement could look like this:
1: Red circuit board components, aluminium, gold, chem sci 2: Blue circuit board components, gems 3; Blue circuit board components, prod sci 4: Purple circuit board components, lithium battery(etc) 5: Purple circuit board components, utility sci, radioisotope generator
Both changes have now been made, and I tested the changes. As for the rework of the mod, it would probably take much longer, and well, maybe I can work on other factorio mods to update them instead. (This, plus I like the current form of bob's modules lmao)
Is it possible to do anything with this PR? Either pull or close, but well, something?
Is it possible to do anything with this PR? Either pull or close, but well, something?
Yes, I've got some time off work booked coming up. Have been busy sorry but I will get to it!
This is an update to Bob's Modules to be compatible with Factorio 2.0
I also decided to add quality bonuses to god modules, and in such a way that it can be reused for standard quality modules. However, the numbers may need to be tweaked.
Of course, I made sure to disable the quality bonus in case the player doesn't have the space age DLC.
I also changed the way "bobmods-modules-enableproductivitylimitation" (AKA the limitations on productivity) works, since 2.0 broke it, but it should be relatively invisible to the user.
I also added a new option to the mod, allowing beacons to transmit quality alongside productivity.