Bob's Revamp mod


Technology and Recipe restructuring.

Tweaks
2 months ago
0.13 - 2.0
230K

g [Info] Space Age

5 months ago

Salute,

How this mods synthesis with space age ? no issues ?

5 months ago

I believe Bob's mods load with Space Age without error. However I have not yet done any integration work between them. So Bob's will not use any of the new science packs, materials, belts etc.

I do plan on adding this kind of integration eventually. That will wait until after I've updated Angel's mods and Sea Block though.

5 months ago

Its possible to have clarification, at least approximately, when it gonna happen ( Angel and Sea block port to 2.0 ) ?

5 months ago

Not really. When it's ready.

5 months ago

Judging from answer, means that not soon, still appreciation for your work.

5 months ago

A possible issue is that you need lead plates to make basic bullets but lead is not found in asteroids.

4 months ago

There are a few issues I've come across

  • As previously noted, bullets are not possible to make on spaceships due to lack of lead in space.
  • Most circuits can't be made on Vulcanus due to lack of wood, tin.
  • Wood can be grown on Vulcanus with greenhouses, you just have to bring some to get started
  • Glass can't be made on Vulcanus, preventing you from making several recipies
  • heat shielding for rockets can't be made on Vulcanus without quartz.
  • Rocket engines cant be made on Vulcanus without tungsten
  • Low density structures can't be made on Vulcanus without titanium and aluminum
  • EM Plants can't produce chips or chip related components.

Easiest solution seems like it would be to just add ore patches for these required minerals on all other planets. Alternatively, recipes that match each planet's theme and use existing local resources would be more effort but it would blend a bit better overall.

Material gating may be worth reworking as well, since we can get to T5 of the added pollution modules and T4 of most machines from the first planet. The higher tiers may be best to require a material from a planet later in the game.

The addition of quality mechanics has thrown a bit of a wrench into the scaling for different machines as well. Luckily the quality options automatically apply to modded machines, but the higher tier modded machines far outpace the new space age machines in crafting speed. This means that in order to benefit from the 50% productivity bonus from the foundry, EM plant, etc, we would need to give up top crafting speed. Having higher tier versions of these late game space-age machines, or just increasing their base speed to match the top tier modded machines are potential solutions here.

4 months ago
(updated 4 months ago)

boom boom boom

a month ago
(updated a month ago)

There are a few issues I've come across

  • As previously noted, bullets are not possible to make on spaceships due to lack of lead in space.
  • Most circuits can't be made on Vulcanus due to lack of wood, tin.
  • Wood can be grown on Vulcanus with greenhouses, you just have to bring some to get started
  • Glass can't be made on Vulcanus, preventing you from making several recipies
  • heat shielding for rockets can't be made on Vulcanus without quartz.
  • Rocket engines cant be made on Vulcanus without tungsten
  • Low density structures can't be made on Vulcanus without titanium and aluminum
  • EM Plants can't produce chips or chip related components.

Easiest solution seems like it would be to just add ore patches for these required minerals on all other planets. Alternatively, recipes that match each planet's theme and use existing local resources would be more effort but it would blend a bit better overall.

Material gating may be worth reworking as well, since we can get to T5 of the added pollution modules and T4 of most machines from the first planet. The higher tiers may be best to require a material from a planet later in the game.

The addition of quality mechanics has thrown a bit of a wrench into the scaling for different machines as well. Luckily the quality options automatically apply to modded machines, but the higher tier modded machines far outpace the new space age machines in crafting speed. This means that in order to benefit from the 50% productivity bonus from the foundry, EM plant, etc, we would need to give up top crafting speed. Having higher tier versions of these late game space-age machines, or just increasing their base speed to match the top tier modded machines are potential solutions here.

That first one is kinda a super major issue seeing as how all space platforms need bullet production to be able to go, well anywhere.

I've also noticed that the mod does not play well at all with planet mods such as Mulana, as heat tech shielding is unable to be obtained there, and Tungsten isn't either without cheating a patch in. There's also the very small issue of the fact the rocket recipe there is suppose to be double on every other planet, except Mulana - but because Heat Shield Tech and Tungsten Pipes are not defined properly, they require 10(!!!!) and THIRTY TUNGSTEN PIPES each PER rocket part, an unacceptably high number. (Nauvis requires 2 of each!)

In the meantime as I do not know if this will ever be fixed, I am wondering if this mod is just safe to remove from my save game without any dire consequences. I run every other bob mod and they haven't seem to had any significant other issues. I've noted about the post above that I've quoted and I'm also wondering how many of this is still an issue.

a month ago

In the meantime as I do not know if this will ever be fixed, I am wondering if this mod is just safe to remove from my save game without any dire consequences.

Yes, it should be fine to just remove. But try it and see if everything looks okay before saving.

As I said in an earlier post, I do plan on adding Bob's mods / Space Age integration. That will wait until after I've finished updating Angel's mods and Sea Block though.

a month ago

EM Plants can't produce chips or chip related components.

With the latest version of Bob's mods, this one at least should be resolved!

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