My take on Bob's mods.
I liked playing Bob's mods but I found quite frustrating the fact that some items are overproduced, some are underutilized, and the end game (at the time this mod was being written) did not include extensive use of the new materials. This made many of the ores having minor use, which made sense for me to reduce them for this mod.
I also liked the recipe he added for cobalt oxide from copper, and would like more similar recipes. Most "minor" ores (ores which don't find much use) will be produced in this manner. These recipes will produce higher yields for the major ores, but production will stop if your minor ore use is backed up. This lies interesting possibilities in resource management: will you accept lower yields with simple ore-to-plate production or higher yields but you will need to deal with minor ore production. In some instances advanced processing of ores may result in lower yields instead, but produce important minor ores.
May also require using a combination of lead+tin and tin+copper+silver for solder production.
End-game rocket production now requires many of the new metals in Bob's mods. Titanol, Aluminum, Tungsten, nitrogen usage... Also requires higher-end modules in the production of the rocket, depending on your individual settings (supports God Modules/combined modules if enabled via bobconfig).
Encourage usage of gas venting to meet production of other resources. Hydrogen to solid fuel now requires coal (need more usage for coal imo).
A factory to automate rocket production should be a highly challenging goal, and the aim of this mod is to make it so.
Weapons and warfare is hopefully untouched.
Compatibility with other mods will be looked into after mod is done with Bob's Mods.
Bobconfig note
Bobconfig note
This mod will override some settings available in bobconfig.
Current list of settings being overridden:
God Module stats
LeadGivesNickel
LeadNickelRatio
Reduce Cost of Steel
Will work on keeping this list as low as possible (by integrating bobconfig into this mod better.)
Pictures
Pictures
None yet
Version history
Version history
Version# 0.0.1:
First release.
Satellite now requires Large Solar Panel mk3 and Large Accumulator mk3.
Rocket control unit now requires Electronic Processing board and God Module 5
Rocket Fuel now requires nitrogen oxide and sulfuric acid (and solid fuel)
Doubled Sodium Hydroxide requirement for Alumina
Doubled Sodium Hydroxide requirement for Silver Oxide
Version# 0.0.2:
Added Rocket Engine production (1 Tungsten Plate + 1 Cobalt Steel Plate)
Rocket Part recipe changed from Cobalt steel plate to Rocket Engine
God modules stats halved
Added Titanium and Aluminium co-smelting - produces quartz as bonus
Added Advanced Tin smelting - produces Zinc as bonus
Now in .zip!
Version# 0.1.0:
Satellite now requires Fast Accumulators instead.
Added liquid version of Sodium Hydroxide (Aqueous Sodium Hydroxide)
Old Sodium Hydroxide renamed to Sodium Hydroxide Crystals.
Adding Sodium Hydroxide to Crude Oil Processing (desulfurization).
Adding Sodium Hydroxide to Coal cracking (desulfurization).
Added recipe for Coal cracking with Aqueous Sodium Hydroxide.
Added recipe for Crude oil with Aqueous Sodium Hydroxide
Rewrote Mod description.
Version# 0.1.1:
Combined modules stats reduced to 75% of original.
Nickel requirement doubled for advanced lead processing.
Production times for Bob's batteries (Li-ion and ZnO) updated to equal vanilla batteries.
Hydrogen to Solid fuel now requires 3x coal. Slight advantage to use if you have modules.
Version# 0.1.2
Bobmodule prerequisite removed.
Bobtech prerequisite removed.
Rocket Silo now requires Tungsten Pipe and advanced electronics.
Radar Mk5 is now required if Bobwarfare is installed.
Ingredients for Rocket Control Unit changed to allow for disabled God Modules and/or disabled Combined modules, or even if bobmodules not installed.
Titanium Aluminium co-smelting research will require Science 4 if bobtech is installed.
Version# 0.2.0
Updated for Factorio 0.13.
Tungsten Pipe requirement for Rocket Silo will check if available first.
Version# 0.2.1
Bugfix: Rocket silo now supports 4 items, so it is possible to finish the game.
Nickel fields removed.
Galena now provides lead ore and nickel ore.
Ratio lead ore:nickel ore reduced - to promote the use of lead solder recipe. Idea is to require both recipes going: lead recipe to produce enough nickel, and tin recipe if nickel production is adequate.
Version# 0.2.2
Synthetic wood removed - Heavy oil now produces wood. No change in production line but you will need to set the recipes again.
Quartz from stone now a base recipe.
Rocket fuel now requires nitroglycerin instead if Bob's warfare is installed.
Version# 0.2.3
Gold Extraction from Electrum is now available from the start - This is an ADDED recipe as a simple alternative to the previous gold extraction process and is designed to be of a very low/slow yield, but can be hand crafted.
Advanced Gold Extraction from Electrum - the old recipe renamed.
Synthetic Wood is back - There were some (minor) bugs implementing it, and there's a working mod out there doing the same thing, so I removed it from this mod. Again, no need to change the production line, but recipes will need to be changed.
BobPower removed as a dependency - Usage of Large Solar Panels and Fast Accumulators in satellite production only if BobPower mod installed.
Version # 0.14.0
No changes from before, just a version number change and update for 0.14.x compatibility
Version number sequence now matches Bob's Mods.
Note that future versions of this mod will probably be split into a few parts: modularizing should allow for desired gameplay - want just the updated rocket but not the recipe changes?
Version # 0.15.0
First iteration for factorio version 0.15.
Fixed compatibility issues.
Removed forced gem sorting
Alien science pack changed to production science pack
Version # 0.15.1
Added compatibility with Angel's Petrochem.
Version # 0.15.2
Fixed compatibility with Angel's Petrochem.
Rocket change only version number skipped ahead to 0.15.2 to keep same numbering with main mod.
Specific changes planned or done
(? denotes not sure if should be done)
More combined recipes.
More usage for Hydrogen.
Remove more dependencies - You can use this mod with your choice of Bob's mods. Don't want to use Bob's power mod? Don't have to!
?change boilers efficiency - currently a little overpowered.
?Sulfur/Sulfuric acid production from new coal cracking/crude oil.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jun 03, 2016 6:27 am
by Koub
What exactly are you trying to achieve with that ?
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jun 03, 2016 7:52 am
by CMH
Sorry, link wasn't working, but fixed.
For your question: basically a harder end-game rocket, and a bit reworked ores-plates to add more smelting options and to remove some less-used metals. The more used metals will provide alternative smelting options to provide less-used metals (kinda like his copper-cobalt recipe).
Back to his copper-cobalt recipe, I found on my playthrough that providing an alternative smelting option that produces faster and higher yield but a drawback of providing something else that doesn't get used much gave a logistics challenge I found quite fun, so I'm expanding on that.
Or in the bigger picture, to just add more use for the extra metals in a big factory. As a side thing I decided to remove some ores as well.
Its not a big mod so I might have put this on the wrong forum. More of something to add on to bob's if you want.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 11, 2016 12:38 pm
by CMH
Updated to Version 0.1.0
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 11, 2016 12:52 pm
by daniel34
Moved from Mod Compilations / Complete Overhauls to Bob's mods.
Although I don't understand why you even made a second thread just to link to the first one.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 11, 2016 12:53 pm
by CMH
I saw the thread saying to move them, create a new thread, report the old thread and it will be done.
But all I got was a comment from a moderator.
So...yeah.
Thanks for finally moving it though.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Changes:
Combined modules stats reduced to 75% of original.
Nickel requirement doubled for advanced lead processing.
Production times for Bob's batteries (Li-ion and ZnO) updated to equal vanilla batteries.
Hydrogen to Solid fuel now requires 3x coal. Slight advantage to use if you have any modules.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Changes: Tidied the code up a bit more - for those who like looking at lines of code. Also easier for future me to edit.
Changed rocket silo ingredients - requires tungsten pipe and advanced electronics now. Decided against changing steel.
If bobwarfare is installed, radar mk 5 is a requirement for satellite instead.
Removed bob-module requirement - Rocket control unit now requires speed module 3 if bobmodule is not installed.
Added option to disable God Modules - If you disable god modules (using bobconfig), Rocket control unit will use Raw speed module 8 instead. Just a reminder that God modules are nerfed in this mod since version 0.0.1[/b] You may disable combined modules too, and use Speed module 8 instead. Just a reminder Combined modules are nerfed in this mod since version 0.1.1
(Previously unknown) Bobtech requirement removed - Titanium Aluminium co-smelting now require Alien science if bobtech not installed.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Thu Jun 30, 2016 2:31 pm
by CMH
0.13 update might take awhile.
Been busy for a bit, and I realised I'm having trouble getting Bob's mods working, which means I can't test my mod.
I'll try and get it up before next weekend.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Changes:
Rocket silo requires tungsten pipe if the right bobmod is installed - not sure which mod tungsten pipe is actually in. Regardless it would work now.
Download can be directly from in-game, or click the link as usual.
REQUIRES EXPERIMENTAL FACTORIO VERSION 0.13.X
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sun Jul 10, 2016 10:51 pm
by pyrolytic_tungsten
Building rocket parts is broken because there are 4 ingredients and the rocket silo only supports 3.
Changes:
Bugfix: rocket silo should now support 4 ingredients. (I don't have a savegame that far ahead yet for 0.13 to test. Thanks to pyrolytic_tungsten for spotting this bug and the fix.)
Nickel fields removed.
Galena now provides lead ore and nickel ore.
Ratio lead ore:nickel ore reduced - to promote the use of lead solder recipe. Idea is to require both recipes going: lead recipe to produce enough nickel, and tin recipe if nickel production is adequate.
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Posted: Wed Jul 20, 2016 9:30 pm
by sadris
Bug maybe? Oversight?
Can't convert stone into silicon until Silicon Processing. Can't get Silicon Processing without Green Science packs. Those require mass quantities wood. Bob's Greenhouse requires glass. Glass requires silicon. Greenhouse is required to mass produce wood.
Running around manually collecting wood to make green science seems... unfortunate.
I think Stone->Quartz should be a base recipe.
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Posted: Thu Jul 21, 2016 3:48 am
by CMH
Hmm... I'll have a look. If what you said is true (looks like you're right) its an oversight on my part.
edit: Yep, its a NEW problem. I'll post a hotfix soon. Making it a base tech isn't exactly what I wanted, so I'm going to create a tech that requires just science-1 to get silicon.
Reason for this is that silicon isn't needed until farther up.
And the reason why this is a new problem is because this mod was created before Bob's Greenhouse mod came out. But either way it shouldn't be hard to unlock.
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Changes:
Quarts from stone is now a base recipe.
Synthetic wood now removed from game. Oil will produce wood. Reduces the number of recipes a little, as well as simplifying your production line if you use both wood and synthetic wood. (known issue of polishing wheel still showing synthetic wood recipe. Normal wood recipe will usable).
Rocket fuel now requires nitroglycerin if relevant mod is installed (bob's warfare).
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Posted: Thu Jul 21, 2016 11:15 pm
by StormTAG
Has anyone tried this with the Angel Ores mod? Does it introduce any issues? I'd love for the end game to be even more challenging than I have now.
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jul 22, 2016 3:45 am
by CMH
I'll try it and see if any issues pop up
Won't let me start factorio: something about "angel-fissures".
Happy to fix if someone can point out what the cause is.
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jul 22, 2016 7:16 am
by Aonova
Angel's Ores (or was it refining?) has a new map spawning resource called ground fissures for obtaining thermal water. It may be something to do with map spawning conflicts?
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jul 22, 2016 7:29 am
by CMH
I can try running it with just bob's mods. I have mucked around with spawning, but its a couple of bob's ores.
On top of that, my mod is mostly about the recipes. I have changed some recipes, if Angel hasn't changed any of the recipes I've changed (check the original post for list of changes) theoretically it should work.
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jul 22, 2016 6:36 pm
by StormTAG
I put yours into the mix. I'll write back if I notice any issues.
For the note, I'm also running Marathon and the Science Cost Overhaul, which have affected a lot of the recipes. Any known issues with either of those?