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Bob's Modules cost #275

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KiwiHawk opened this issue Jan 1, 2025 · 2 comments
Open

Bob's Modules cost #275

KiwiHawk opened this issue Jan 1, 2025 · 2 comments
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Bob's Modules enhancement New feature or request

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@KiwiHawk
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KiwiHawk commented Jan 1, 2025

@Qatavin :
Vanilla modules are the most expensive mass production items in the game. Bob's modules have always been extremely cheap in comparison. I mean, using replace_ingredient to replace processing units with integrated electronics 1-to-1? That's just not right. Increasing their cost when they use Bob's Electronics components seems like a must.

Cost of Speed Module 5 with Bob's Electronics mod:
image

Cost of Speed Module 5 without Bob's Electronics mod:
image

@KiwiHawk KiwiHawk added enhancement New feature or request Bob's Modules labels Jan 1, 2025
@Qatavin
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Qatavin commented Jan 3, 2025

I suggested 1500 as a good resource value for T5 modules in private messages (based on the idea that Bob's Electronics is a trade of lower resource cost for higher complexity), but now I'm thinking more like 2000 or even 2500. If we account for various materials having different values, (i.e. silicon and silicon nitride having a value of 2.25) then the speed module 5 above with Bob's Electronics already has a value of about 1000. It's the gems that really do it - by my reckoning, they have a value of about 8.5, so 70 of them equals 595.

#281 will help this somewhat, increasing the cost of electronics components and the later circuit boards. But the number of components on the processor boards could also be increased quite dramatically. Recall that the previous version of mech brains had over a hundred of each type of component. That would be a bit much here, but going big is definitely allowed.

@Qatavin
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Qatavin commented Jan 5, 2025

While it is simpler, having a single type of gem for every class of module is probably not the way to go, for two reasons. One is that there might not always be 6 categories of modules. There could be 5 without quality, and in the future there might be more than 6. Also, the number of each module that players are likely to use is very different. The pollution modules in particular. Amethyst and topaz are like "Am I a joke to you?" Having a different gem on each tier of board would be better.

Edit: Also, I just noticed that modules have artifacts in them, but since Bob's has no way to produce them, that is definitely not going to fly with players.

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