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Help me out with missing/wrong Prerequisites

Posted: Sun Jan 26, 2020 1:53 pm
by bobingabout
Keep in mind that changing some of the options can change the tech tree. Also I'm only interested in "Pure bobs" for this, so if you're also running Seablock or Angels that rewrite my own stuff... there's a good chance that your issues may not apply.

So, what I'm interested in is, when running any combination of any bobs mods, I would like to know which mods you are using (if few) or not using (if you use many but miss some) and any settings that aren't defaults.
But, if you notice that there's a missing or incorrect prerequisite on any technology, let me know.
This includes if you need an item unlocked by a technology that isn't a prerequisite, including science packs, or if you have a prerequisite that doesn't actually have anything to do with the technology, IE, a tech might have nitinol processing as a prerequisite, but uses tungsten carbide instead.

Re: Help me out with missing/wrong Prerequisites

Posted: Fri Feb 07, 2020 11:04 pm
by ptx0
without Bob's Electronics and Bob's Warfare/Equipment mods, a lot of the gem stuff that comes up is somewhat meaningless - we had resin available as a recipe the entire playthrough and never found a chance to use it until we added bobenemies and bobwarfare/equipment in late game. then we needed all the gems we'd destroyed that we'd pulled out of coal.

Re: Help me out with missing/wrong Prerequisites

Posted: Sat Feb 08, 2020 2:33 pm
by Mecejide
Here is every missing prerequisite for researches that only use automation science packs. I used the base mod plus all of your mods and nothing else, and all mod settings were default. The second research in each line should be a prerequisite of the first but isn't. I'll cover other combinations of science packs and module parts in future posts.
Electrolysis 1-Water Pumpjacks Research 1
Air Compressors 1-Electronics
Water Bore 1-Electronics

Re: Help me out with missing/wrong Prerequisites

Posted: Sat Feb 08, 2020 3:36 pm
by Mecejide
Now for the researches that use automation science packs and transport science packs.
Personal Roboport Modules 1-Modules
Vehicle Roboport Modules 1-Modules
Turrets 2-Transport Science Pack
Oil Processing-Chemical Plant
Chemical Plant-Transport Science Pack
Pumpjack Research-Electronics
Pumpjack Research-Transport Science Pack
Solid Fuel Research-Oil Processing
Electrolysis 2-Transport Science Pack
Automation 2-Steel Processing
Automation 2-Transport Science Pack
Invar Processing-Transport Science Pack
Modular Roboports 1-Advanced Electronics
Fluid Handling 2-Aluminium Processing
Bottled Gas Processing-Steel Processing
Bottled Gas Processing-Transport Science Pack
Distillery 2-Transport Science Pack
Vehicle Roboport Equipment-Vehicle Solar Panel Equipment 1
Lithium Processing-Transport Science Pack
Gem Processing 1-Automation 2
Cobalt Processing-Sulfur Processing
Oil Burning Heat Source 1-Oil Powered Steel Furnace
Gates-Electronics
Engine-Transport Science Pack
Construction Robotics-Advanced Electronics
Modules-Gold Processing
Modules-Aluminium Processing
Logistic Robotics-Advanced Electronics
Hydrazine Research-Solid Fuel Research

Re: Help me out with missing/wrong Prerequisites

Posted: Sun Feb 09, 2020 11:33 pm
by ptx0
i just ran into an odd issue where most of the tech tree is broken with production science pack. they require the purple science but do not require the production science pack research itself to be unlocked first, so, in the tech tree it jumps straight from blue to purple with no unlock in between.

the result is that it allows me to queue up research for science packs i have not yet even researched. is this expected?

tungsten alloy, nitinol processing, modular roboports 3, adv electronics 3, battery 3, effect transmission 2, logistic system 2 all show as available though i haven't even unlocked Productivity module 1, and so Production science is Unavailable for research.


edit:

i am running all of your bob's mods minus electronics/tech/revamp/warfare/equipment. no other major mods.

the reason I don't run bobrevamp is because getting plastic from chlorine is stupidly painful.

Re: Help me out with missing/wrong Prerequisites

Posted: Mon Feb 10, 2020 12:04 am
by bobingabout
ptx0 wrote:
Sun Feb 09, 2020 11:33 pm
i just ran into an odd issue where most of the tech tree is broken with production science pack. they require the purple science but do not require the production science pack research itself to be unlocked first, so, in the tech tree it jumps straight from blue to purple with no unlock in between.

the result is that it allows me to queue up research for science packs i have not yet even researched. is this expected?

tungsten alloy, nitinol processing, modular roboports 3, adv electronics 3, battery 3, effect transmission 2, logistic system 2 all show as available though i haven't even unlocked Productivity module 1, and so Production science is Unavailable for research.


edit:

i am running all of your bob's mods minus electronics/tech/revamp/warfare/equipment. no other major mods.

the reason I don't run bobrevamp is because getting plastic from chlorine is stupidly painful.
this is exactly the sort of thing this topic is for, reporting these issues.

I'm not actively working on the mods right now, but when I get back to it (hopefully a short break) this is the sort of thing I'll be looking into fixing.

Re: Help me out with missing/wrong Prerequisites

Posted: Mon Feb 10, 2020 2:40 am
by Mecejide
Next up is modules:
Speed Module 5-Gem Processing 2
Efficiency Module 5-Gem Processing 2
Productivity Module 5-Gem Processing 2
Edit:
Pollution Cleaning module 5-Gem Processing 2
Pollution Creating Module 5-Gem Processing 2

Re: Help me out with missing/wrong Prerequisites

Posted: Mon Feb 10, 2020 9:02 am
by bobingabout
Mecejide wrote:
Mon Feb 10, 2020 2:40 am
Next up is modules:
Speed Module 5-Gem Processing 2
Efficiency Module 5-Gem Processing 2
Productivity Module 5-Gem Processing 2
probably also the same with the 2 pollution related ones?
probably not with mixing, as they depend on the main 5?

Re: Help me out with missing/wrong Prerequisites

Posted: Mon Feb 10, 2020 8:13 pm
by Mecejide
bobingabout wrote:
Mon Feb 10, 2020 9:02 am
Mecejide wrote:
Mon Feb 10, 2020 2:40 am
Next up is modules:
Speed Module 5-Gem Processing 2
Efficiency Module 5-Gem Processing 2
Productivity Module 5-Gem Processing 2
probably also the same with the 2 pollution related ones?
probably not with mixing, as they depend on the main 5?
Yes and yes.

Re: Help me out with missing/wrong Prerequisites

Posted: Wed Feb 12, 2020 3:02 am
by Mecejide
Here are the technologies that use the military science pack but not the chemical science pack.
Sniper Turrets 1-Military Science Pack
Turrets 3-Military Science Pack
Nitroglycerin Processing-Sulfur Processing
Rocketry-Tungsten Processing
Vehicle Energy Shield Equipment 1-Military Science Pack

Re: Help me out with missing/wrong Prerequisites

Posted: Wed Feb 12, 2020 11:53 am
by bobingabout
Mecejide wrote:
Wed Feb 12, 2020 3:02 am
Here are the technologies that use the military science pack but not the chemical science pack.
Sniper Turrets 1-Military Science Pack
Turrets 3-Military Science Pack
Nitroglycerin Processing-Sulfur Processing
Rocketry-Tungsten Processing
Vehicle Energy Shield Equipment 1-Military Science Pack
Some technologies using military to unlock but not science pack 3 (chemical) is on purpose. there's plenty of these in the base game.
It's one reason why I consider (my) Logistic and production science packs as a Science pack 4 (utility becoming science pack 5) where as Military is more of a 2.5.
So, in military, chemical comes AFTER Military, but in the other situations, Chemical comes before Logistic and Production.

Also, in base game, Utility is often used where Military and Production doesn't make sense... most of these are technologies I'd consider Logistics, like on the Roboport stuff (Logistic zone stuff, the chests, forgot the name of the tech, that's one of them), most of these where the base game uses Utility as science pack 4 in my mods use Logistics instead, allowing me to change the structure so that utility is always the 5th pack. (As it is used as a 5th pack for even higher stuff already using Production in base game)
But the main reason to keep Military before chemical is when you're researching a higher tier of stuff, but not really using more materials to do it.

Re: Help me out with missing/wrong Prerequisites

Posted: Wed Feb 12, 2020 8:26 pm
by Mecejide
bobingabout wrote:
Wed Feb 12, 2020 11:53 am
Mecejide wrote:
Wed Feb 12, 2020 3:02 am
Here are the technologies that use the military science pack but not the chemical science pack.
Sniper Turrets 1-Military Science Pack
Turrets 3-Military Science Pack
Nitroglycerin Processing-Sulfur Processing
Rocketry-Tungsten Processing
Vehicle Energy Shield Equipment 1-Military Science Pack
Some technologies using military to unlock but not science pack 3 (chemical) is on purpose. there's plenty of these in the base game.
It's one reason why I consider (my) Logistic and production science packs as a Science pack 4 (utility becoming science pack 5) where as Military is more of a 2.5.
So, in military, chemical comes AFTER Military, but in the other situations, Chemical comes before Logistic and Production.

Also, in base game, Utility is often used where Military and Production doesn't make sense... most of these are technologies I'd consider Logistics, like on the Roboport stuff (Logistic zone stuff, the chests, forgot the name of the tech, that's one of them), most of these where the base game uses Utility as science pack 4 in my mods use Logistics instead, allowing me to change the structure so that utility is always the 5th pack. (As it is used as a 5th pack for even higher stuff already using Production in base game)
But the main reason to keep Military before chemical is when you're researching a higher tier of stuff, but not really using more materials to do it.
I was only saying that the chemical science pack isn’t a prerequisite of those science packs, not that it should be. What I was saying was that in each pair of technologies, the second should be a prerequisite of the first but isn’t.

Re: Help me out with missing/wrong Prerequisites

Posted: Thu Feb 13, 2020 12:13 am
by bobingabout
Mecejide wrote:
Wed Feb 12, 2020 8:26 pm
bobingabout wrote:
Wed Feb 12, 2020 11:53 am
Mecejide wrote:
Wed Feb 12, 2020 3:02 am
Here are the technologies that use the military science pack but not the chemical science pack.
Sniper Turrets 1-Military Science Pack
Turrets 3-Military Science Pack
Nitroglycerin Processing-Sulfur Processing
Rocketry-Tungsten Processing
Vehicle Energy Shield Equipment 1-Military Science Pack
Some technologies using military to unlock but not science pack 3 (chemical) is on purpose. there's plenty of these in the base game.
It's one reason why I consider (my) Logistic and production science packs as a Science pack 4 (utility becoming science pack 5) where as Military is more of a 2.5.
So, in military, chemical comes AFTER Military, but in the other situations, Chemical comes before Logistic and Production.

Also, in base game, Utility is often used where Military and Production doesn't make sense... most of these are technologies I'd consider Logistics, like on the Roboport stuff (Logistic zone stuff, the chests, forgot the name of the tech, that's one of them), most of these where the base game uses Utility as science pack 4 in my mods use Logistics instead, allowing me to change the structure so that utility is always the 5th pack. (As it is used as a 5th pack for even higher stuff already using Production in base game)
But the main reason to keep Military before chemical is when you're researching a higher tier of stuff, but not really using more materials to do it.
I was only saying that the chemical science pack isn’t a prerequisite of those science packs, not that it should be. What I was saying was that in each pair of technologies, the second should be a prerequisite of the first but isn’t.
oh right, sorry.

Re: Help me out with missing/wrong Prerequisites

Posted: Fri Feb 14, 2020 12:55 am
by Mecejide
Mecejide wrote:
Wed Feb 12, 2020 3:02 am
Here are the technologies that use the military science pack but not the chemical science pack.
The technologies that use the chemical science pack but not the military science pack, logistic science pack, production science pack, or utility science pack:
Chemical Plant 2-Chemical Science Pack
Vehicle Overdrive Motor-Chemical Science Pack
Ceramics-Chemical Science Pack
Battery 2-Chemical Science Pack
Titanium Processing-Chemical Science Pack
Tungsten Processing-Chemical Science Pack
Advanced Logistic and Construction Robots 1-Zinc Processing
Modular Roboports 2-Chemical Science Pack
Fluid Handling 3-Zinc Processing
Oil Processing 2-Chemical Science Pack
Distillery 3-Chemical Science Pack
Exoskeleton Equipment 2-Chemical Science Pack
Effect Transmission-Chemical Science Pack
Automation 4-Chemical Science Pack
Heat Pipe 2-Chemical Science Pack
Solar Energy 3-Chemical Science Pack
Logistic Science Pack-Zinc Processing
Logistic Science Pack-Express Inserters
Gem Processing 2-Chemical Science Pack
Advanced Research-Express Inserters
Vehicle Fusion Cell Equipment 1-Advanced Electronics 2
Robotics 2-Chemical Science Pack
Vehicle Fusion Reactor Equipment 1-Advanced Electronics 2
Character Bodies-Automation 3
Character Bodies-Advanced Material Processing 2
Personal Roboport MK2-Zinc Processing

Re: Help me out with missing/wrong Prerequisites

Posted: Fri Feb 14, 2020 10:30 pm
by Mecejide
The missing prerequisites for the technologies that use only the automation science pack, transport science pack, military science pack, and chemical science pack:
Sniper Turrets 2-Chemical Science Pack
Sniper Turrets 2-Cobalt Processing
Military 3-Aluminium Processing
Tanks 2-Better Shotgun Shells
Tanks 2-Green Alien Artifact Research
Tanks 2-Red Alien Artifact Research
Vehicle Plasma Cannon Equipment 1-Chemical Science Pack
Combat Robotics 2-Zinc Processing
Combat Robotics 2-Gem Processing 2
Vehicle Energy Shield Equipment 2-Advanced Electronics 2
Vehicle Laser Defense Equipment 4-Advanced Electronics 2

Re: Help me out with missing/wrong Prerequisites

Posted: Sat Feb 15, 2020 11:36 pm
by Mecejide
The missing prerquisites of technologies that use the logistic science pack but not the production science pack or utility science pack:
Modular Roboports 3-Logistic Science Pack
Fluid Handling 4-Logistic Science Pack
Fluid Handling 4-Tungsten Alloy Processing
Electric Poles 4-Logistic Science Pack
Armoured Railway 2-Logistic Science Pack
Armoured Railway 2-Advanced Electronics 2
Robotics 3-Logistic Science Pack
Logistic System 2-Logistic Science Pack
Logistic System 2-Advanced Electronics 2
Substations 4-Logistic Science Pack
Armoured Fluid Wagon 2-Logistic Science Pack
Personal Roboport MK3-Advanced Electronics 2
Vehicle Roboport Equipment 3-Advanced Electronics 2

Re: Help me out with missing/wrong Prerequisites

Posted: Sun Feb 16, 2020 10:44 pm
by Mecejide
The missing prerequisites for the technologies that use the production science pack but not the logistic science pack or utility science pack:
Nuclear Fuel Reprocessing-Nuclear Power
Thorium Fuel Reprocessing-Thorium Nuclear Power
Tungsten Alloy Processing-Production Science Pack
Nitinol Processing-Production Science Pack
Advanced Electronics 3-Ceramics
Advanced Electronics 3-Production Science Pack
Solar Energy 4-Production Science Pack
Battery 3-Production Science Pack
Electric Energy Accumulators 4-Production Science Pack
Distillery 4-Production Science Pack
Effect Transmission 2-Production Science Pack
Vehicle Fusion Cell Equipment 2-Production Science Pack
Vehicle Fusion Cell Equipment 2-Advanced Electronics 2
Vehicle Fusion Reactor Equipment 2-Production Science Pack
Vehicle Fusion Reactor Equipment 2-Advanced Electronics 2
Thorium Nuclear Power-Tungsten Processing

Re: Help me out with missing/wrong Prerequisites

Posted: Sun Feb 16, 2020 10:52 pm
by Mecejide
The missing prerequisite for the technology that uses the utility science pack but not the military science pack, logistic science pack, or production science pack:
Rocket Control Unit-Advanced Electronics 3

Re: Help me out with missing/wrong Prerequisites

Posted: Sun Feb 16, 2020 11:46 pm
by bobingabout
Mecejide wrote:
Sun Feb 16, 2020 10:52 pm
The missing prerequisite for the technology that uses the utility science pack but not the military science pack, logistic science pack, or production science pack:
Rocket Control Unit-Advanced Electronics 3
Thank you for doing all this.

I'm still on break from modding, but I appreciate the hard work you're doing writing all of these down. It will make life a lot easier when I get back to it, and around to updating prerequisites.

Re: Help me out with missing/wrong Prerequisites

Posted: Mon Feb 17, 2020 6:54 pm
by Mecejide
The missing prerequisites for the technologies that use the military science pack and utility science pack:
Laser Turrets 5-Utility Science Pack
Sniper Turrets 3-Utility Science Pack
Tanks 3-Utility Science Pack
Tanks 3-Combat Robotics 2
Tanks 3-Yellow Alien Artifact Research
Artillery Turret 2-Green Alien Artifact Research
Artillery Turret 2-Red Alien Artifact Research
Artillery Turret 3-Combat Robotics 2
Artillery Turret 3-Yellow Alien Artifact Research
Vehicle Plasma Cannon Equipment 3-Utility Science Pack
Plasma Turrets 5-Nitinol Processing
Plasma Turrets 5-Battery 3
Combat Robotics 4-Nitinol Processing
Physical Projectile Damage 6-Utility Science Pack
Weapon Shooting Speed 6-Utility Science Pack
Uranium Ammo-Better Shotgun Shells