Hi!
By default mod used autobalanced tree logic (it tries to get products & crafting category for technology effects and relink tree by dependencies). With extra mod it can be broken =(
This mod is attempt to overhaul amators + bob mods. So, if you want there are some ways:
1) Mod settings -> Startup -> APM bob's extra compability -> Experimental dynamic tech tree rebuilder (disable this setting)
2) Provide mod list (i see on pic at least amator's recylce & starfall mods - i've not integrated its to overhaul =( )
3) Don't use apm bob rework mod and use original expirience with amator & bob (just drop it maybe)
All radars based on electricity, therefore the tech moved after electricity science (you can recycle starting assembling machines from crashsite - some small sentinels can be used as started radars)
I'm experimenting with RSO mod to add as starting resource zinc and etc. With original resource settings provided by bob's mod - i've some bugs with change it's settings via external access... Maybe in future releases i'll fix it =(
About brass - thanks for notice - i'll think to rework pre-electricity tier for base alloy (iron can be better candidate maybe ...)
Will check why there isn't sealing rings (on my test run it's okay - but bugs everywhere)
Thanks for your feedback :bow: