So, I just wanted to give some feedback.
A week ago I started my current bob's + angel's playthrough. I did a bob's playthrough in 0.11 or 0.12, so a lot has changed and angel's mods were completely new to me.
I had first minor issues installing the mods. I was constantly confused whether information was outdated or not. The Info on the mod portal seems to be okay, but when I'm browsing let's say Angel's Refining and I click the Handy link from there to another one of Angel's mods I end up in a locked thread from 2016 about that mod that has severely outdated info. Some of Angel's mods on the modportal also appear to be discontinued or not updated for 0.16 yet so I was confused if I could even play with Angel's mods or if some things may break because I am missing one important mod. I then decided to simply install every mod from archangel that was compatible with 0.16 and started with "Angel's...", however, some had "[BETA]" or "[ALPHA UPDATE]" written in their name, so i was particularly unsure about those.
What I was hoping for was a stickied thread "Angel's Modpack Megathread: What mods I need to install" that would guide me through the install process at the current state of development.
This brings me to my next question. This probably has been answered already, but I hope you forgive me for not reading all 500+ pages of forum discussions. Why are Angel's mods hidden in the "Mods for 0.12" subforum? I was really confused and certain the info here must be outdated, since other big modpacks like bob's, 5dim etc. all have their discussions in the "Mod Compilations / Complete Overhauls Discussions" subforum. Are the moderators not allowing this or is this on purpose?
So, enough talk about out-game stuff. Now let me tell you about my experience playing angel's+bob's!
I started mining, crushing and smelting saphirite and stiratide to get to red science. I did some early "dirty" bobmonium sorting to get glass for a dozen of greenhouses, as bob's basic circuit boards require a constant supply of wood. This felt incredibly unsatisfying. I am now 30 hours into that savefile and still have not setup real glass smelting, because my power generation is still pre-solar, which is the main use of glass. My suggestions to fix this would be:
- remove glass from the Greenhouse recipe and later add Mk2 Greenhouses that require glass
- remove Sodium Hydroxide and/or Chlor Methane Gas from the cellulose paste recipe, so it is possible to create wood from Green Algea early on
My next recommendation is also on Green Algea
I then started working on green science, which required Tin and Lead plates, so I setup some bobmonium and rubyte mining, crushing and smelting. I setup steel smelting from iron plates, which basically doubled my saphirite need. I now start running into crushed stone problems. I was already turning it into stone so I created a stone brick smelting area yet I still produced way more crushed stone than I was using up. I started looking into alternatives way to get rid of it, so I naturally discovered Green Algea and the possibility to basically turn crushed stone into fuel (Crushed Stone -> Mineralized Water -> Green Algae -> Cellulose Fiber -> Wood Pellets). I start designing a setup, but realize that for only one yellow belt of cellulose fiber (which translates to 1/6th yellow belt of Wood Pellets) I'd require
20 Algae Farms. The problem here is, that Algea Farms are pretty fucking huge (7x7 tiles, require pipes on two sides, so basically 9x7) so my Algae setup became bigger than the rest of my whole base, while still consuming
less than one yellow belt of crushed stone. As of right now I am not even sure if generates more energy than it consumes. I can see, that Green Algae can be used for a few other things later on like Compost or an alternative way for Methanol Gas, but I would be glad if they got buffed a little. I'm okay with the ratios, I am just not okay with the required space and resources for all the algae farms.
So I would recommend either decreasing Green Algae crafting time, increase Algae Farm crafting speed or increase in and outputs of the Green Algea recipe.
Thanks to my new steel smelting line I was consuming saphirite really fast and also my initial stiratide deposit was running low. I thought this was the perfect time to setup some of that ore sorting and start with Angel's smelting instead of the boring stone furnace smelting. I built a huge saphirite sorting facility, able to handle 8 yellow belts of saphirite and yielding 4 iron ore belts, 2 copper ore belts and enough stone (from the slag) for my landfill needs. I wanted to smelt the different ores off-base, so I spent a lot of time tinkering with train stations and tracks. I get pretty hyped about finally being able to start some real pro-level smelting from the long and complicated ratio calculations (I can get 6.02 belts of iron plate from only 4 belts of ore!), so when I finally want to start building I am dumbstruck by a small little detail I had not thought of: The majority of smelting facilities are crafted from five or more individual components, so they have to be crafted by mark 3 assemblers or
by hand. As I am still lightyears away from anything involving electronic circuits boards and my factory requires iron plates asap I bite the bullet and handcraft semi-afk ~130 smelting facilities over the course of almost half an hour.
I understand, that i could have just started smelting the iron ore in stone furnaces, but I invested so much time into large scale sorting, trains and calculations. I didn't wanted all that to be in vain. Also all the research was done ages ago and it felt like being lazy to not try the features of the mod. I mean I want to use the complicated smelting stuff, that is the reason I installed the mod after all.
So for the these reasons, I would suggest to change the recipes of the mk1 Induction Furnace and Casting Machine to only require 4 individual ingredients. After all, do they really need steel plates, steel gears
and pipes?
But nonetheless, I finished my off-base iron processing array and things got going again for a while. I spent my time on getting my first mining outposts setup, upgrading my mall fixing bottlenecks. In the near future I wanted to start smelting copper the same way I now smelt iron, change my production from iron plates->steel plates to iron ingot->steel ingot and also figure out how to get sulfuric acid for batteries and slag treatment. However, before I was able to turn to any of that, my base came to a grinding halt: Iron plate
shiptrainments had stopped and now my base was missing iron everywhere. Of course I was confused, I just hooked up a smelter that should provide me with 6 full belts of iron, way more than I currently use. However, the culprit was my copper consumption. It was apparently too low, copper ore had backed up to the ore sorters and now no more saphirite was sorted. I had to revive my abandoned saphirite smelting lines to produce enough iron plate for the factory to start consuming copper again.
This is maybe the biggest down I felt while playing with Angel's yet. After the huge investment in Angel's smelting everything was in vain and I had to go back to inefficiently smelt crushed saphirite. Now roughly 1/3rd of my iron comes directly from crushed saphirite.
I am reading everywhere on the internet about N to 1 ore sorting, but in the current version this requires Mineral Catalysts, which require Sulfuric Acid but also way more slag and crushed stone than I currently produce. I was about to complain how stupid that is, but as of writing this, I realized what that I just have to setup a mix of N to 1 and 1 to N, so yeah, haha.
Oh man, sometimes you just have to write down your thoughts I guess. Or talking to someone could also help. Man, this game. This mod. I need some sleep.
Nevertheless, I hope my first few points are at least constructive feedback, I may post some more thoughts in the future when I have progressed further.