bobingabout wrote: ↑
Fri Jun 14, 2019 3:04 pm
Xynariz wrote: ↑
Fri Jun 14, 2019 2:48 am
It appears as though tier 3 modules (and only tier 3 modules) do not require module contacts in their recipes. Is this intentional? Tiers 1, 2, 4, 5, 6, 7 and 8 all require module contacts, but tier 3 modules don't appear to.
Note: I am using other mods, but not ones that should change any recipes (specifically, not Angel's, Seablock, etc.)
I believe this was done on purpose to keep the number of ingredients in each recipe at a certain level. in theory this isn't really needed anymore as the main limiting factor back then was the fact that assembling machines could only craft recipes with up to a certain number of ingredients, but this isn't the case anymore.
That makes sense. As it currently stands, for the non-combined modules (i.e. not raw speed, raw productivity, or green): tiers 1, 2, and 3 require four ingredients, tier 4 requires five ingredients, tiers 5 and 6 require six ingredients, tier 7 requires seven ingredients, and tier 8 requires eight ingredients.
I know one of the mods has an option to re-instate the now-removed-from-vanilla limitation on "number of ingredients allowed in an assembler changes based on which assembler you are using." Perhaps if that option is enabled, then remove module contacts from tier 3? I admit I'm fairly new to Bob's mods, so I get that there are lots of issues I may not be up to date on.
I'm just trying a belt base, and so I was trying to figure out the most efficient way to get the correct ingredients into the assemblers, and it struck me as odd that 7 of 8 tiers required it. Of course, 7 of 8 require solder, but that one makes sense, as it's tier 1 that doesn't require it (you're not having to solder together new ingredients onto an existing board, etc).