The mod ended like a scenario mod, because it replace many vanilla recipes. So I would need to detect that something above logistic science require advanced batteries instead of batteries to keep the mod balanced, but if another mod add new science type/change science... well, this logic of deciding what require normal vs advanced baterries doesn't work.
The fact that the mod replace too many vanilla recipes is not a great way of doing stuff if you want a mod to be compatible and balanced with other mods.
Anyway, when you load Bob's mods, because my mod has the same ores an Bob's ore, it use Sky Atlas Metallurgy silicon in Bob's recipe, but... it's a late game materiel in my mod, and some early game recipe required to unlock later Bob tech use it, which make the game unplayable (or the other way around, I don't exactly remember).
Basicly, Sky Atlas Metallurgy was made in mind from the start to be incompatible with mods like Bob's mods, and that is my fault, I should have seen this coming and should do it differently, by not changing vanilla, but by adding to it.
Anyway, Sky Atlas Metallurgy Core and Mantle were my first large scale mods, so I was experimenting and still learning how to mod in Factorio back then when I created them.
If I would rewrite these mods today, I would do it very diferently.