Bob's Metals, Chemicals and Intermediates


Smelt extra ores into plates, and make useful intermediate products. A key part of the Bob's mods suite.

Overhaul
3 months ago
0.13 - 2.0
269K
Fluids Manufacturing

g SA issues detected, initial compat check

5 months ago
(updated 5 months ago)

ran first compatibilities check with space age. issues found:

1) firearm magazines requiring lead and coal breaks space platform defensibility (can't craft ammo in space), at least, not without filling cargo with lead plate. not ideal. suggestion: make the lead+coal recipe be an alternate recipe that,say, produces 2 magazines instead of 1. ships can sill make ammo out of iron only, and nauvis can benefit from more efficient crafting of ammo. alternately, one could argue that the recipe change requires players to "load up" on ammunition before departure, but the devs nerfed the rocket carrying capacity for ammo specifically because they didn't want players to do this. they want them to craft the ammo in space.
2) duplicate resource: ("tungsten").
3) resource distribution / item-craftability on other planets [without] need for nauvis delivery, the sheer number of items added to bob's mods that integrate well within itself poses a problem when other surfaces get thrown into the mix, a lot of things that could be crafted anywhere [excluding game-specific rules against it] are forced into a "really only worth crafting on nauvis and shipping the result]". . ---biggest issue i found was with ammo and inserters. Gleba suffers greatly from an inability to reliably craft ammo [without] deliveries of lead and coal. and the inability to craft any inserters better than yellow on any planet other than nauvis without a supply of bronze also poses a problem, IMO.

5 months ago

Thanks for reporting these!

We haven't made any effort yet to make Bob's mods work properly with Space Age. My focus now is on updating Angel's and Sea Block for 2.0 . Only once that is done, I'll come back to Bob's to work on SA integration. I'll log these suggestions to be looked at them 🙂

5 months ago

changing the recipes to be in the form of "alternate or more-efficient" recipes could solve these issues, but also having ways to source the needed ores elsewhere would work fine too. and in some cases, gating resources behind a specific planet is the right call...so long as it's not "all of them" I was going to throw out the idea that gems were/could be set to only sourcable on gleba (washed from stone), but... seeing as modules are required for purple science, that'd effectively gate all production science behind gleba.

5 months ago

sounds good. If i find anything else, i'll update on here.

5 months ago

changing the recipes to be in the form of "alternate or more-efficient" recipes could solve these issues, but also having ways to source the needed ores elsewhere would work fine too. and in some cases, gating resources behind a specific planet is the right call...so long as it's not "all of them" I was going to throw out the idea that gems were/could be set to only sourcable on gleba (washed from stone), but... seeing as modules are required for purple science, that'd effectively gate all production science behind gleba.

Production science doesn’t need modules if you have Bob’s Technology

3 months ago

best practice.... ^the edit for prod science not requiring modules shouldn't be put in "bob's technology", it should be put in the bob's modules mod (best choice is as an option, defaulting to removing the modules

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