rebalance of science components was needed, it was not unplanned change, i just didn't have time to do that, but still it's spread over multiple versions of SCT, last major change being introduction of science tree, which i mentioned on mod topic some time ago already.Lastmerlin wrote:I am aware that this is the combination of two very unfortunate changes.
a) The problem with SpaceX is the really deadly one, because it changes the science requirements from high to insane. From the code it just seems that the variable researchcost is just set to 10. I have no idea where this comes from - I did not set it anywhere. Hopefully the mod creator sees this, otherwise I have to alert him directly.
b) (@ mexmer) The issues with SCT are rather in the category annoying. Its like *have fun fixing all your science production and spaghetti in a dozen more random compounds*. Changing half of the science recipes is something, that should be done between big version changes. The overall costs did not change a lot and they are absolutely fine. The changes are not explicitely bad, they do not change the overall costs or complexity considerably. They are just exactly the changes I would do regularly if I would really screw with anybody, who updates the version of your mod.
One thing I explicitely dislike is the fact, that all your additional intermediates disallow prod modules. Your recipes often mix in lots of ingredients, that do not profit from prod modules earlier either (raw plates, petrochem products etc). Overall, the profit you can get from prod modules is smaller than in the base game. This is essentially saying: We want you to build even larger ore generation plants. Not very entertaining. A bit more options to profit from your hard-earned modules and scale up UPS-friendly would have been nice.
when 0.16 came out and i started maintaining SCT i didn't have much time, and neither ideas how to rebalanced science packs (although initialy it was not necessary, later it was), but there were lot of changes introduced in angels and bobs mods, and it was needed to change SCT as well, so you might not like it, but everyone has own taste. as i played trough with AB i came to different ideas what needs to be changed (although i had changed even vanilla recipes, because it needed change too)
as for production modules, TBH. production modules, especially bob version (including raw production), is most ridiculous idea ever. you are literally making something from nothing, anyways no production module limit list is still same as uberwaffe defined it i didn't add anything to it, not sure how long you play with SCT, but it's like that probly since 0.13 version of factorio.
as for Space mod cost, mod author explicitly stated, that he increased cost 10x for bobs, because bobs modules are OP, and everyone is using tons of beacons lategame ... so, if you can produce literally thousands of SP per minute, why should cost not increase too? is there any other late game resource sink, except science? there is none.