Fixes some rough edges where AAI Industry's tech tree edits require excessively long or complex research detours to actually make use of early game technologies.
- Bob's Electronics: basic circuit boards - essentially wiring boards without electronic components - become accessible with Electricity rather than waiting for Electronics.
- Angel's Petrochem: Coal Processing 1 unlocks the boiler, since the first recipe for carbon requires steam as an ingredient. Steam Power research also unlocks the boiler, and is still required for the steam engine.
- Bob's Logistics (and potentially others): Chemical science requirements removed from Electric Engine technology if absent from Robotics, so AAI Industry does not force chemical science as a requirement for robotics if the mod pack does not require it.
- Nanobots: Unlockable, and both the build gun and build ammo craftable, directly after Basic Logistics. Crafting termite ammo still requires Electricity or Electronics depending on other mods.
- ScienceCostTweakerM: It has a severely out-of-date understanding of AAI; this patch gets them to come up together without creating any dependency cycles or hard locks as of the versions I've tested.