After last updates (seems to me after .20 version) i can't produce any of combat sciense - recipe for weapon testing circiut board is gone from craft menu. It is still available in assembling machine i've set it before and it needs coal
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i already wrote it in seablock thread, don't use overhaul version with seablock, tbh best to use version from pack, that is on 1st seablock thread post.cyb3r wrote:Hi Mexmer!
After last updates (seems to me after .20 version) i can't produce any of combat sciense - recipe for weapon testing circiut board is gone from craft menu. It is still available in assembling machine i've set it before and it needs coalI'm playing SeaBlock modpack and on "bleeding edge" mods versions
i see, it's now moved behind green tech, i will fix that. it was on red tech before.Jugger wrote:Hi Mexmer,
There's deadlock with SCTM 0.16.20+ and Bob's Logistics mod with the "Inserter overhaul" option set. In this scenario the "ElectroChemics Lab" (tier 2 lab) requires the "Lab automatization" component and this in turn requires "Fast Filter inserter". This inserter comes from the "Logistics 2" research requiring "Single-use ATMOS set" (tier 2 science packs) but the "Electromagnetism Lab" (tier 1 lab) only has slot for the "Sacrificial electromagnet" (tier 1) science packs. So this tech can't be researched before building tier 2 lab, but the lab requires items that come from the tech.
Thank you very much for the fix and for your work on this mod in general!mexmer wrote:i see, it's now moved behind green tech, i will fix that. it was on red tech before.
In the seablock thread, this topic was recently discussed, too. Some like the challenge, me included, esp. in seablock, where the sniper turret is very op against worms. even a behemoth worm is not a big problem anymore...hanli427 wrote:Great mod, overall I really like it. But why lock military science behind advanced circuits. Isn't that pushing it too far. Before 0.16.20 I could change the lab tier required and that way I didn't need advanced circuits, but now you changed the recipe for the pack itself to require advanced circuits, with no option to change this. None that I could see at least. With seablock and bob's mods, getting to advanced circuits is a lot of effort.
Maybe your opinion is different, but in mine military science should not be placed that late. It is essential for defense and expansion early game if you play with strong enemies. At least leave an option in the settings menu to get rid of the advanced circuit from the recipe.
recipe for military pack for bobs+ angels without is grenade + gun turrer + piercing amo which translates into few copper plates + little more iron plates + handfull of coal and single steel plate.hanli427 wrote:Great mod, overall I really like it. But why lock military science behind advanced circuits. Isn't that pushing it too far. Before 0.16.20 I could change the lab tier required and that way I didn't need advanced circuits, but now you changed the recipe for the pack itself to require advanced circuits, with no option to change this. None that I could see at least. With seablock and bob's mods, getting to advanced circuits is a lot of effort.
Maybe your opinion is different, but in mine military science should not be placed that late. It is essential for defense and expansion early game if you play with strong enemies. At least leave an option in the settings menu to get rid of the advanced circuit from the recipe.
while i can see your point, did you really read what i wrote?hanli427 wrote:Yes, admittedly the military science pack was a little easy, at least in context for what you are trying to do with the mod pack. But to me it was always meant to be early, just a step above green tech. Putting it on par with blue tech is too high, in my opinion. Requiring brass and invar is still a decent step up. Yes, you disagree, I know.
But you say that regular turrets with a few damage upgrades are enough for early game. I dare you to deal with behemoth worms without sniper turrets. Maybe there is a way, but I can't get close enough with regular turrets. Damage isn't the issue, range is. The behemoths outrange even the sniper turrets range of 30, and they kill you in 2-3 hits, even with the invar armor, which is the best you can hope for. With sniper turrets, at least you have a chance. Sure, on Seablock you should be able to reach advanced circuits before seeing behemoths, but large clusters of small worms can kill you and destroy your turrets quickly as well, and there are many other deadly worms as well.
It is a matter of taste, and my point is that you do have the option in the settings menu to change the lab tier for military science to a tier 2 lab. Before this update, that allowed a player to build military science without advanced circuits, and to me that choice was fine. But now, this setting is pointless because the science pack recipe still requires the circuits. At least allow this setting to change the recipe for the science pack as well. I could always mod your mod, or use long reach and water fill, or play without enemies. But why not allow the option at least, to drop the tier of the military science.
hmm, this weird, omnipack should be enabled only if omnimatter_science mod is installed ... i will need recheck code, it doesn't do this for me, when i have only bobs and angels.Light wrote:Decided to give this mod a try since I hoped it made science a little more involved, until I saw just how punishingly unforgiving the military science pack was to create. There's no chance that would work with high science pack requirements without a lot of struggle to not only get the resources, but also all the research to even build these things before the biters get out of hand.
This was with the 0.16.26 version since your latest one throws up an error if omni isn't installed, but I'm unsure how that could make things much harder than it already seemed to be.