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Tech pack revision #294

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merged 16 commits into from
Jan 12, 2025
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@Qatavin Qatavin commented Jan 9, 2025

Revises sci pack recipes, following up on discussion in #69. This also switches elevated rails to requiring pink sci instead of prod sci, as suggested on Discord.

Fixed lab tech icons, since they had some holes in them for some weird reason.

SP2 has been reverted to using yellow belts always, so that tin is included in its recipe. SP1 also has glass added to it. The problem brought up in #69 was that the first two science packs, which cover a large portion of the techs in the game, only use a small number of materials. But, well, there isn't much that can be done about that, since we're restricted to starting materials, except to push things further down the tech tree. With this, however, SP1+2 uses iron, copper, tin, quartz, and wood, plus coal for power. Military sci rounds this out with lead and stone as well, accounting for all starting materials. What is the glass doing in SP1? Who knows. Maybe it's something breakable that must be handled with care for the sake of studying precision automation. Or maybe it's just what the beakers are made out of.

Pink sci now needs 2 blue belts instead of 1, to bring its cost up closer to that of production sci (which has increased significantly).

Prod sci will now use electrolyser 3 if available. This will add aluminium and invar to the recipe, whereas pink sci uses aluminium, brass, and cobalt steel. Because this represents a fairly large cost increase, prod sci will now output 5 packs at a time. As a fallback, it can use chem plant 2 instead, with chem plant 2 now using invar instead of glass, and glass being added to chem plant 1 instead. Previously, using chem plant 2 was my plan, but it just felt off for pink sci to use three new materials and prod sci to only use one. Electrolyser 3-5 circuit board cost has been reduced from 10 to 5 to make this easier to deal with.

Of course, before that my idea was to add nickel to electric furnaces to represent their electric heating elements, but there was something wrong with that plan: there isn't really anything that can be added to the next two tiers of furnaces to also fill that role. The most logical materials to use would be tungsten and copper-tungsten, but those are already included in the recipes. It would be weird for the earlier recipe to have one more ingredient than the later ones. In Qatmore, I solved this by adding new intermediates - rods of various kinds that would be added to all machines that needed electric heating elements (with iron sticks serving as the first tier) - but we don't have those here. So, I eventually abandoned this idea.

Since prod sci will now typically output 5 packs, I increased utility sci to 5 as well, and increased its inputs a bit to match. I also added a solar panel, since it seemed interesting to do so and I wanted to bump up the cost a bit more. Also, with Revamp satellites use RTGs instead of solar panels, so why not? Solar panels are very utility-ish.

Qatavin added 13 commits January 8, 2025 21:18
Add glass to automation sci. Switch prod sci to use chem plant 2 instead of 1. Increase electric engines in utility sci from 1 to 2. Add solar panel to utility sci.
Remove glass from chem plant 2 and add to chem plant 1. Add invar to chem plant 2.
Change logistic sci back to using yellow belts. Let lab require yellow belts as well if burner tech phase is enabled.
@Qatavin Qatavin added enhancement New feature or request Bob's Assembling machines Bob's Tech Factorio 2.0 Changes that depend on Factorio 2.0 labels Jan 9, 2025
@KiwiHawk KiwiHawk linked an issue Jan 9, 2025 that may be closed by this pull request
@KiwiHawk KiwiHawk added this to the Bob's mods 1.3.0 milestone Jan 9, 2025
@KiwiHawk KiwiHawk merged commit 62ab7d4 into modded-factorio:dev2.0 Jan 12, 2025
@Qatavin Qatavin deleted the tech-pack-revision branch January 12, 2025 06:12
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Science Pack progression in terms of materials needed.
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