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Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Mon Jul 18, 2016 6:58 pm
by CMH
I re-enabled it because I liked how it forced people to separate it, and deal with both the elements produced. It made it less streamlined, more complex. When it was disabled by default in 0.13 it just became "just another element".

The original use for lead was just for solder and batteries. When you don't need it for solder anymore it hardly had any use.

Now, I have added more demand for nickel, as well as reducing the original ratio for it. All this to play with the relationship between lead + nickel in the galena ore.
(nickel requirement increased for advanced lead processing, rocket production now requires invar which requires nickel, low density alloy also requires nitinol which requires nickel. So LOTS of nickel required. I may need to increase the ratio again, otherwise we'd be swimming in lead, although there would be a huge solder requirement that could absorb it easily, I think).

There has been some decisions made in this mod just to throw a spanner into the works so to say, this is one of them. I do value feedback so if this is something that makes it too much of a hassle, I can implement a way to disable it (a config file within the mod?).

Btw, I'm confused: what do you mean by filter system?

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Jul 20, 2016 5:23 pm
by Jools
Why i dont see any quartz in whole map? Cant make wood ;/

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Jul 20, 2016 5:59 pm
by CMH
Quartz is now made from stone

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Wed Jul 20, 2016 8:27 pm
by Jools
Ouch. You are right.

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Thu Jul 21, 2016 3:46 am
by CMH
Thats ok, its my mod that did it.

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Thu Jul 21, 2016 5:08 am
by CMH
New Version Up
Version 0.2.2

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: Sun Jul 24, 2016 9:51 pm
by bug sniper
I wasn't able to find any electrum, bauxite, or rutile ore deposits. Are they still placed with your mod?

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Mon Jul 25, 2016 3:11 am
by bug sniper
Well, I found bauxite. It was just very far away. I don't know if this was because I was running the RSO mod or if this was just natural.

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Mon Jul 25, 2016 2:14 pm
by CMH
gold, zinc, quartz and nickel fields have been disabled, and only these.

Spawning for everything else has not been changed (richness/position/etc)

So quite possibly RSO, or maybe bob's made some changes, not sure. But outside of disabling the fields mentioned, I haven't touched anything regarding the raw ore itself.

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Fri Jul 29, 2016 6:06 pm
by ironchefpython
One small issue.

I did Bob's + CMHMod + ScienceCostTweaker. With that combination:

Blue Science requires Femto Laser Array requires Femto Laser Emitter requires Gold Bar requires Gold Ore requires Gold Extraction from Electrum which is made in Electric Chemical Furnace which is unlocked by the research Chemical processing 3 which requires Blue Science.

There's a similar chicken/egg situation with zinc.

I'd recommend allowing the recipes that produce gold and zinc to be created in a Metal Mixing Furnace.

Alternatively you could add an intermediate tier of metal mixing furnaces, based on the stats of the energy consumption and speed of the Steel Furnace, maybe a Steel Metal Mixing Furnace that would allow the advanced smelting recipes. (note that your smelting recipes don't use liquids or gasses, so they can go in the metal mixing furnace)

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Mon Aug 01, 2016 12:24 am
by CMH
I just had a family emergency and had to fly overseas so won't be able to update for a week.

But in light of this issue I might add a very low yield electrum to gold ore recipe. Should fit in with the whole "simple vs advanced" theme I'm going for.

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Sun Aug 07, 2016 5:59 am
by Otterbear
Do I need both this mod and Bob's mods?

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Mon Aug 08, 2016 5:19 pm
by CMH
Yes. But you dont' need all of them, only the prerequisites as written in the first post.

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Fri Aug 12, 2016 7:53 am
by CMH
Quick update

New Version Up
Version 0.2.3

Changes:
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 is the old recipe.
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.

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Sat Aug 27, 2016 8:42 pm
by aklesey1
Hi CMH, bob has updated his mods to 0.14? will u update ur mod too or its mod doesn't need to be updated?

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Sun Aug 28, 2016 3:21 pm
by nagapito
I am sorry but your Electrum idea is all messed up....

You dont mine electrum from real world, you combine gold and silver to make electrum. Changing silver to be Electrum and allowing to take gold and silver from electrum at a totally disproportional rate (3 silver and 2 gold make 5 electrum but 5 electrum gives 1 silver and 5 gold...) is weird and counter intuitive!!

It also messes up all other mods that interact with Bob's mods like Angles. One thing is tweaking recipe values, create other uses for an item, a totally diferent thing and greatly disruptive is changing the concept of an item, redo is usage and hope no other mod is also using it...

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Posted: Tue Aug 30, 2016 12:39 pm
by CMH
I'm thinking of re-doing this mod, to separate some of the more meddlesome parts of it from what most people come here for.

When I created this I didn't really have a plan, I just knew what I wanted and I wrote it. And I just put all my ideas into this one big mess.

The other thing is that I wanted to add some aspects of the game that I enjoyed, and as you can see from the first post what I enjoyed. If you were not after the extra complexity, this is not the mod for you.

Also says right on the first post that I wanted it to work with Bob's mods, and that all other mods are secondary. However like I said I will re-work this into a few separate parts, and people can choose what they like and what they don't.

Stay tuned.

p.s. I am no expert in metallurgy or mineralogy, or anything similar. My main source of information is Wikipedia, and here's the first sentence on electrum:
Electrum is a naturally occurring alloy of gold and silver, with trace amounts of copper and other metals.
I claim artistic license on the composition found on planet factorio.