Repofme1 wrote:@ jodokus31
A bunch of things from earlier -
First, thanks for the continuing comments! They really do help
About the electric motor, I just checked and it was in the basic-machine category, so try the machine tool. But I might have accidentally left it hand-only in 1.2.0, which is incorrect. It's fixed now to be basic-crafting, for the burner and electric 1 assembler. The idea with the two coil and motor 1 recipes is to solve the same old issue with crude and advanced parts. The electric inserter has to be accessible early on because the burner inserters suck so bad, but it needs coils for motors, so I need earlier ways of making them. Science 1 also needs coils. And the wood product use is how I can force the crude version to be obsolete. Again about iron vs. steel costs, in the electric era you get the maximum ratio of 1 iron for 1 steel, which is 2 steel or iron plate worth per iron ore (one forging or casting stays 4 plates worth). This equal ratio for iron and steel makes a lot of steel recipes the exact same cost as the iron ones. The difference being that the crude version can't be automated after the early game, and the good version is more expensive in the early game only.
About science costs, I've only been realizing which ones are good and bad as I play my test world. I think that a good principle to use would be remove all green science needs before and including electric 1 machines. So, you should then be able to access electric 1 machines with very little need for hand crafting green science. The reason for this is that I was able to automate science 1 much more easily than science 2 - clearly, from their recipes. The one exception is furnace techs, but only the blast furnace and Bessemer steelmaking. Those two double your material efficiency in iron and steel, respectively, so they're quite powerful and expensive for the early game. I also realized to reduce their costs RIGHT after I posted the update... bad luck there

Oh well. Since the update, I only have reduced in cost the blast furnace/Bessemer combo, and the electric motor - I just cut out the motor green science an hour before I posted this! I think it is bad to first need expensive red + green techs, that then open up a bunch of cheaper red only techs. XM has a lot of this currently, and it's like a wall instead of a gradual climb - too difficult and rough, not good. Phenolic resin is also a tech that I will remove the green science for soon, it's supposed to be a late-burner-era replacement for a lot of wood.
One other point, my goal with the science pack 0 was to make something with very little use, just cheap and crude enough to provide early bootstrapping until you have some basic mining and plausible chemistry supplies. I feel like it fits this nicely - there is already so much hand crafting of machines that a little science 0 is a small fraction of all the hand crafting. It makes automation feel very rewarding when you do get it
I am definitely focusing on getting XM to work first, I'm just glad to hear that it loads with other mods, and does not crash right away. Only if you have Airat's 120+ mod collection and press the "K" key...

I also like my own style of things, so when I consider other small mods (not huge ones like Bob's etc.), it would be more likely that XM gains new features, instead of a compatibility patch with another small mod.
Ok, it checked the machine tool again. No Brushed Motor or I am really blind ... But if it is added, great.

I'm not sure, if the electric inserter has to available before. I use the crude burner quite often, give it 10 coal and then it runs for hours (and of course the new coke-driven burner, which really does help). Its a bit slower, but not that much.
Maybe it makes sense, to omit the iron recipe for inserters and have only the steel one. Dont know.
The simple coils are quite ok, like they are. The requirement for wood is really the thing, which prevents from using this recipe longer than neccessary.
The second brushed motor recipe is not only more expensive iron wise, but it needs a circuit instead of copper cable. And if steel or iron will equal out later doesnt help in this state. If I already setup a facility for iron type crafting motors or inserter, what will me force to use the new recipe? So I wonder, if there could be a more obvious reason, to use the second recipe, other than "the higher level machine cant craft it" (f.e. similar to the wood reason with simple coils)
For the science costs: Those costs are not really bother me, but it looked a bit inconsistent, having a green tech in between of reds only (and the need for handcrafting of course

). I actually see a lot of other inconsistencies, but i think, those are the category "to be fixed later"
Automation is a term, which could be used differently. It could mean, that every thing runs without much need to intervent or handcrafting, From the mine to the product (science, belts, etc.). But it could also mean, to setup assemblers which are fed manually to do some batch work into chests. The last one, I really use much in the early game to have handcrafting capacity for important stuff. For red science automation it means, i have the assembler with red science and one machine for simple coils, fed manually. And having 2 gear wheel maker for all needs, which i feed into the red science assembler every 5 mins. In the long run, it should really be setup more persistent, but it is really efficient and fast to setup.
What i want to say, setting up automation is not all (everything is automatic) or nothing (everything is handcrafted), it can be gradually. So for science 0, there are some techs remaining , which can be semiautomated like this. No need to change it, just was an idea to have more need to automate it properly
Great thing, if my comments are helpful

I simply try to discover inconsistencies, and just report things which catch my eye. And its nice to know, that is considered