Hey,
yesterday I became the maintainer of the Custom Modules mod and I would like to add an optional integration of pymod's items to the mod's recipes, comparable to how bobs electronics integrates into bobs modules.
Problem is: I'm not very experienced with pyanodons mods, in my own playthrough I almost automated circuit 1^^". And I find it hard to come up with ideas, because pyanodon orients a lot on real world examples and modules have no real world counterpart known to me.
So if you don't know the Custom Modules mod:
It structures the modules into 4 tiers. Tier0 modules are pretty much the vanilla basic productivity, speed and efficiency modules. The tier1 modules are combinations of 2 tier0 modules and have a basic color (red, green, blue, cyan, yellow, magenta). And tier2 and tier3 are combinations of 2 or 3 tier1 modules. The effect of each module is a combination of its parts.
So the normal recipes are:
5x Circuit 1 + 3x Circuit 2 -> Tier 0 module
2x Circuit 2 + 2x Circuit 3 + 2x Tier0 module + 2x Tier0 module -> Tier 1 module
32x Circuit 2 + 16x Circuit 3 + 4x Tier1 module + 4x Tier1 module -> Tier 2 module
300x Circuit 1 + 2x Nuclear Fuel + 20x Tier1 module + 5x Tier2 module -> Tier 3 module
And the recipes for the Module Assemblers (machines that are used to create the tier > 0 modules):
30x Steel plate + 4x Circuit 2 + 5x Assembling machine 2 -> Module Assembler 1
2x Assembling machine 3 + 1x Module Assembler 1 -> Module Assembler 2
300x Concrete + 3x Module Assembler 2 + 6x Tier2 cyan module -> Module Assembler 3
My ideas so far:
- Make tier0 and tier1 modules (minus productivity modules) obtainable with red and green science
- Make tier2 modules obtainable with blue science
- Make tier3 modules obtainable with yellow science
- different recipes for the tier0 modules that represent their effect
green/ecological module: items from the farm-side of pymods. Possibly less expensive to make those modules more viable.
possible ingredients: ralesia, guar, fiber, treaded wood, logs, ash, ammonium chloride or urea
blue/speed module: items that are associated with higher power usage or heavy machinery
possible ingredients: optical fiber, (mega) drill head, lubricant barrels, stainless steel or super steel, fuel rod mk 1, belts
red/efficiency module: items that are associated with precission mechanics or something like that. Possibly more expensive than the other modules.
possible ingredients: optical fiber, optical set, advanced small parts, nexelit plates (because of the coding capabilities), nylon parts, construction pynobots, transistor, Filtration media, Regenerative Heat Exchanger, i dont really know
- Ideas for the tier1/2/3 modules:
X Circuit 1, 1 PCS1, X Solder, 2x2 tier0 modules -> Tier1 Module
X Circuit 2, 1 PCS2, X Solder, X Optical fiber, 2x4 tier1 modules -> Tier2 Module
X Circuit 3, 1 MCS, X Solder, X Optical fiber, X Control Unit, X Intelligent Unit, X Special Small parts, 20 tier1 and 5 tier2 modules -> tier3 module
- Ideas for the Module Assemblers:
1 Chipshooter machine, 2 Automated Factory MK1, 25 Small parts, 30 Aluminium Plates, 50 Stone Bricks -> Module Assembler 1
2 Module Assembler 1, 2 Nano assembler, 15 Advanced Small parts, 10 Nexelit Plates, 50 Concrete -> Module Assembler 2
3 Module Assembler 2, 10 Special Small parts, 10 Intelligent Unit, 50 Nexelit Tiles, 500 Vacuum -> Module Assembler 3
So let me know if you have ideas or comments about the balancing if you're interested.
pymods and custom modules
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Re: pymods and custom modules
why not productivity its just efficient resource usagekoun wrote: ↑Sun May 19, 2019 4:00 pmHey,
yesterday I became the maintainer of the Custom Modules mod and I would like to add an optional integration of pymod's items to the mod's recipes, comparable to how bobs electronics integrates into bobs modules.
Problem is: I'm not very experienced with pyanodons mods, in my own playthrough I almost automated circuit 1^^". And I find it hard to come up with ideas, because pyanodon orients a lot on real world examples and modules have no real world counterpart known to me.
So if you don't know the Custom Modules mod:
It structures the modules into 4 tiers. Tier0 modules are pretty much the vanilla basic productivity, speed and efficiency modules. The tier1 modules are combinations of 2 tier0 modules and have a basic color (red, green, blue, cyan, yellow, magenta). And tier2 and tier3 are combinations of 2 or 3 tier1 modules. The effect of each module is a combination of its parts.
So the normal recipes are:
5x Circuit 1 + 3x Circuit 2 -> Tier 0 module
2x Circuit 2 + 2x Circuit 3 + 2x Tier0 module + 2x Tier0 module -> Tier 1 module
32x Circuit 2 + 16x Circuit 3 + 4x Tier1 module + 4x Tier1 module -> Tier 2 module
300x Circuit 1 + 2x Nuclear Fuel + 20x Tier1 module + 5x Tier2 module -> Tier 3 module
And the recipes for the Module Assemblers (machines that are used to create the tier > 0 modules):
30x Steel plate + 4x Circuit 2 + 5x Assembling machine 2 -> Module Assembler 1
2x Assembling machine 3 + 1x Module Assembler 1 -> Module Assembler 2
300x Concrete + 3x Module Assembler 2 + 6x Tier2 cyan module -> Module Assembler 3
My ideas so far:
- Make tier0 and tier1 modules (minus productivity modules) obtainable with red and green science
- Make tier2 modules obtainable with blue science
- Make tier3 modules obtainable with yellow science
- different recipes for the tier0 modules that represent their effect
green/ecological module: items from the farm-side of pymods. Possibly less expensive to make those modules more viable.
possible ingredients: ralesia, guar, fiber, treaded wood, logs, ash, ammonium chloride or urea
blue/speed module: items that are associated with higher power usage or heavy machinery
possible ingredients: optical fiber, (mega) drill head, lubricant barrels, stainless steel or super steel, fuel rod mk 1, belts
red/efficiency module: items that are associated with precission mechanics or something like that. Possibly more expensive than the other modules.
possible ingredients: optical fiber, optical set, advanced small parts, nexelit plates (because of the coding capabilities), nylon parts, construction pynobots, transistor, Filtration media, Regenerative Heat Exchanger, i dont really know
- Ideas for the tier1/2/3 modules:
X Circuit 1, 1 PCS1, X Solder, 2x2 tier0 modules -> Tier1 Module
X Circuit 2, 1 PCS2, X Solder, X Optical fiber, 2x4 tier1 modules -> Tier2 Module
X Circuit 3, 1 MCS, X Solder, X Optical fiber, X Control Unit, X Intelligent Unit, X Special Small parts, 20 tier1 and 5 tier2 modules -> tier3 module
- Ideas for the Module Assemblers:
1 Chipshooter machine, 2 Automated Factory MK1, 25 Small parts, 30 Aluminium Plates, 50 Stone Bricks -> Module Assembler 1
2 Module Assembler 1, 2 Nano assembler, 15 Advanced Small parts, 10 Nexelit Plates, 50 Concrete -> Module Assembler 2
3 Module Assembler 2, 10 Special Small parts, 10 Intelligent Unit, 50 Nexelit Tiles, 500 Vacuum -> Module Assembler 3
So let me know if you have ideas or comments about the balancing if you're interested.
Re: pymods and custom modules
Good question. In my experience productivity modules are very strong and prone to be overpowered. But I think I will drop the idea to delay them, because it untermines the idea of this mod.
Re: pymods and custom modules
I finished the integration and would love to get some feedback. :)
It could well be that the modules ended up a bit too expensive.
It could well be that the modules ended up a bit too expensive.