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?
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 6:04 am
by CMH
Took less time than expected.
Here's the first draft.
Feedback appeciated
New features being contemplated will be added to "Specific changes planned or done", so check there.
Would like to thank bobingabout for writing an awesome mod and all the help in the writing of this mod as well
Would also like to thank Arch666Angel for helping me understand some of the coding.
Latest release is on first post.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jun 03, 2016 7:27 am
by safan
just some feedback, based on your description:
Angel's mod does the most things you want with the part before "plates" so i would let that part go and concentrate on the part after "plates" and provide a good compatibility
Some higher end modules for the rocket seems a good extra challenge. you can either change the stats of the god modules, or reduce the module slots to 1 per machine. Dont forget the satelite.
gr and success
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jun 03, 2016 8:25 am
by CMH
Angel's mod is different in the sense that he adds refining processes. "Will change the output of the Iron and Copper fields to a raw ore which has to be refined before it can be smelted to plates"
My idea is to add more options to refining. Similar to Bob's advanced copper. It doesn't add any extra steps, it's an alternative recipe with its pros and cons.
So instead of direct copper ore>copper plate, there's an option for copper ore (plus others) > copper plate + cobalt. This process produces copper plates faster using less ores, which is good. But it produces cobalt, which has limited use (or not as much as copper plates) leading to a buildup of cobalt which eventually brings your production to a halt.
I'm expanding this line of thought to produce more stuff which has limited use.
With the changes in rocket production:
There is a huge increase in the use of Titanium, aluminium, nickel and gold (from updated electronics)
Eventually I will figure a good alternative production of these plates to also produce zinc, cobalt, silver and tungsten. Or just mix them around. My problem of course will be to try and provide an interesting mix of options available, without it being too complicated.
What do you think? Does Angel's mod still do this (Real question, I haven't played his mod).
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jun 03, 2016 3:49 pm
by CMH
New version up.
Any suggestions/balance just post here
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Fri Jun 10, 2016 12:24 pm
by CMH
Got a few new things to add to the next release:
1. Using fast accumulators - to add lower-tier electronics to the requirement of launching a rocket. Battery requirement is reduced as a result.
2. Reducing the raw modules - gives you an incentive to choose regular modules for certain applications.
3. Increasing the nickel usage in recipes - in this case: advanced lead processing. Would try and add nickel to any recipe that would make sense. Possibly increase nickel usage in other recipes too.
4. Increasing battery production times - They're on 0.5 sec (at least in my version). Might be an oversight, but I'll change it in my mod.
5. Adding Sodium Hydroxide to Crude oil processing - I think this is considered a drastic change, and the old recipe will be re-written with this. Anyone playing Bob's mods will find that there's always TOO MUCH Sodium Hydroxide. This should help lower it. If possible, I would like my mod to finally require players to want to create MORE Sodium Hydroxide to the point of venting chlorine. Also, I will be giving people the option of using liquid sodium hydroxide, which means a new recipe to create it (probably in chem lab). My beef with this is that Sodium Hydroxide should be in liquid form: that's how it usually is in the industrial world, but I accept that not everything makes sense: some of the recipes in this mod probably don't
Also, if anyone has any suggestions, happy to hear them.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 11, 2016 12:34 pm
by CMH
New Version Up.
Version 0.1.0.
Changes:
1. Using fast accumulators - to add lower-tier electronics to the requirement of launching a rocket. Battery requirement is reduced as a result.
2. Adding Sodium Hydroxide to Crude oil processing
3. Renamed old Sodium Hydroxide to Sodium Hydroxide Crystals to differentiate from the new Aqueous Sodium Hydroxide which is the same in fluid form. Did not add water requirement to change to fluid since I did not want to add any complexity in this extra step (feedback?)
4. Added Sodium Hydroxide requirement to Coal cracking.
5. Also added option for Aqueous Sodium Hydroxide for Coal cracking.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 18, 2016 6:15 am
by CMH
New Version Up
Version 0.1.1
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)
Posted: Sat Jun 18, 2016 3:04 pm
by archont
First, rebalancing the endgame for bobs mods is a GREAT idea. I've won the game before I knew it, all the fancy materials were just filler and now there's an actual reason to build them.
A couple of points:
- Anything to tone down god modules or are they still game-breakingly OP?
- Any way to remove dependancy on bobs modules and use stock ones? In particular, either remove god module requirement or bobs module requirement altogether?
- While usage of sodium hydroxide for oil processing makes sense from a purely gameplay perspective, the actual result is, if I'm not mistaken, a particularly foul kind of soap. A new reciple might be needed (or research on where naoh makes the most sense)
- Silver and gold could be merged into one material considering how little they're used
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 18, 2016 4:16 pm
by CMH
archont wrote:First, rebalancing the endgame for bobs mods is a GREAT idea. I've won the game before I knew it, all the fancy materials were just filler and now there's an actual reason to build them.
A couple of points:
- Anything to tone down god modules or are they still game-breakingly OP?
- Any way to remove dependancy on bobs modules and use stock ones? In particular, either remove god module requirement or bobs module requirement altogether?
- While usage of sodium hydroxide for oil processing makes sense from a purely gameplay perspective, the actual result is, if I'm not mistaken, a particularly foul kind of soap. A new reciple might be needed (or research on where naoh makes the most sense)
- Silver and gold could be merged into one material considering how little they're used
I have toned down god modules. Positive effects are now 50% as large, and I have also increased energy requirement from -100% to +100%. I might change some more negative effects (pollution?)
I can try and code in something so you can use stock modules if god modules are disabled (you can disable them using bob's mods, library or config). I'm not pro with coding, but I think I can easily copy off what bobingabout has done in his own mods.
The usual result for sodium hydroxide in oil processing is an industrial waste product that is high in sulfur (it is a de-sulfurizing process after all). I did toy with the idea of producing sulfur with it, but my thoughts are that there's already 3 outputs. Adding a 4th might just make things really really messy.
Also did think of producing sulfuric acid (which is a bit of a jump, but I claim artistic license) instead of petroleum gas.
Now with the silver and gold: Terrific idea. As far as I know silver is only used in his solar panels, but I would still have to change quite a few items, so give me some time with this one.
I do want an alternate production with gold though (right now it is silver). Any suggestions?
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 18, 2016 4:19 pm
by archont
As per landfill idea - the interesting solution would for it to work like treefarm, in that it occupies increasing land area, depending on how much input went in. When the counter for input items rolls over, it spawns a Waste object in the nearest free space - essentially an extreme HP rock that loses HP over time and emits pollution. There could be a separate counter and Waste object type for more dangerous waste too, like sulfur, sodium hydroxide, oil barrels..
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sat Jun 18, 2016 4:24 pm
by CMH
archont wrote:As per landfill idea - the interesting solution would for it to work like treefarm, in that it occupies increasing land area, depending on how much input went in. When the counter for input items rolls over, it spawns a Waste object in the nearest free space - essentially an extreme HP rock that loses HP over time and emits pollution. There could be a separate counter and Waste object type for more dangerous waste too, like sulfur, sodium hydroxide, oil barrels..
Sounds like an excellent idea, but I feel that is way over my head to produce. My original idea was to code the landfill alike what bob has done with voiding, with a new building and such.
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Sun Jun 19, 2016 11:04 am
by CMH
archont wrote:- Silver and gold could be merged into one material considering how little they're used
Actually, having another look at it I've made a mistake, I was thinking of electrum.
Silver has many different uses, just not very heavy ones. However with my mod, there's a bigger requirement for AgZn batteries, so that alone would make the case for silver.
I threw in the Electrum > gold ore + silver plate to reduce one ore, and make things a little more interesting, since both gold and silver will be needed in different amounts for the rocket. Time to balance up those production lines
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Mon Jun 20, 2016 12:06 am
by elsasha
hello I have a problem, I really want this mod, and I have all dependencies, but when I open the game I get an error that says "Error in assingn ID, item with Name 'science-pack-4' does not exist" How can I fix this?
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Posted: Mon Jun 20, 2016 12:18 pm
by CMH
Working on a fix, but right now it seems another dependency is bobtech.
Trying to fix it by removing the dependency, so it'll change the requirement if there is no bobtech.
Sorry for the inconvenience.
If you don't play with bobtech, here's an early draft of version 0.1.1.
Changed science pack 4 to alien science.
Added option to play without god modules/combined modules (enable or disable within bobconfig)
Edit: Draft version removed. Issue fixed in future versions.
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)
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: Sun Jul 17, 2016 11:16 pm
by Jools
Hi CMH. Why did you enabled galena = lead + nickel (disabled by default in bobs)? Its messing up with filter system.