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Tech Tree Contemplations, Part 1
Contemplations on the Tech Tree of Angel's Mods, Part 1
This is only part 1, covering automation and logistic science technologies. This represents only about half of all technologies in the game. Part 2 will follow soon™.
We are doing basic quality control on the tech tree of Angel's mods. The developer @LovelySanta posted general guidelines to follow when doing this. These are my interpretations of the guidelines based on his post and subsequent discussions:
-
Don't have too many prerequisites.
Only add prerequisites that are required to build the new items/fluids unlocked. This includes a dependency on all technologies that unlock the first tier of machine capable of crafting the new recipes. However, do not include prerequisites for the materials required to craft the buildings that might be unlocked by this technology. If a technology only unlocks buildings, see guideline 2. -
Every tech should unlock something.
This rule applies to all techs added by Angel's and Bob's. If Angel's mods strip one of Bob's technologies completely empty, it should be replaced by another technology as a reasonable prerequisite. In particular, at least one of the recipes unlocked should be useable when a tech is researched. Ideally they will all be useable but this is not strictly necessary. If a technology unlocks only buildings, make sure that at least one of the buildings is indeed craftable, preferrably the most natural representative of this tech. Prioritize new types of buildings over higher tiers of previously unlocked buildings. Do not include too many prerequisites, see guideline 1. -
Avoid surprises.
Try and find hidden and indirect dependencies that players are less likely to notice. Put these in as prerequisites. If there are multiple techs that unlock the required ingredient, depend on the one with the least amount of science packs. This means to prefer an automation science technology over one requiring automation & logistic science. If they are on the same level, depend on the one with the least amount of prerequisites or just depend a logical common ancestor tech. Conflicts where half the recipes need a certain prerequisite and the other half don't may point to recipes being unlocked by the wrong tech. Or a tech that would be better split in two. -
Maintain plausible progression.
In particular, every tech should require all of the science packs required for its prerequisite techs (when not playing with Angels Industries' Technology Overhaul). This rule does not apply when there are good reasons not to. Example: The vanilla techphysical-projectile-damage-7
depends onspace-science-pack
. The latter requires production science packs, butphysical-projectile-damage-7
does not. This is plausible and acceptable. Similar things happen with Bob's logistic science pack (pink).
Furthermore, the direct dependency on science pack technologies should be kept minimal. Prioritize depending on logical intermediate technologies that already depend on the science pack of this tier. Thus, we keep the tech tree more vertical than horizontal. When the tech tree gets too wide, it is unwieldy and the players will loose the big picture.
The Issues: Angel's Mods with Industry Overhaul
The following considerations are based on Angel's mods only with Industry Overhaul from Angel's Industries. The latter originated as the combatibility layer to Bob's mods. Therefore, it incorporates a lot of materials (lead, tin, solder, paper, resin, etc.), many of which have limited to no use (without Bob's mods or similar). In these recommendations I explicitly list these loose ends and suggest removing them. This could cause lots of issues for mod compatibility. Feel free to keep all the lose ends and ignore my recommendations to remove them. Feel free to ignore all of my recommendations.
Speaking of recommendations, I recommend opening the in-game tech tree of a new game with all of Angel's mods + Industry Overhaul when going through this list. Thus you can see what I saw and decide upon options.
Automation Science Technologies
-
[x] Tech:
deco-shred
Requires: automation science pack
Depends on:optics
,steel-processing
Building unlocks: 7 different decorations
Recipe unlocks: none
Action: In light of guideline 1, dependency onsteel-processing
should be removed. However, according to guideline 2 it should be kept because every single unlocked building usessteel
. -
[ ] Tech:
nilaus
Requires: automation science pack
Depends on:optics
Building unlocks: 4 different decorations
Recipe unlocks: none
Action: According to the guidelines, no action is required since one buildingdeco-nilaus-lamp
is craftable. However, I highly recommend adding a dependency onsteel-processing
in order to make it consistent with the state ofdeco-shred
. After all, these are addon mods with few dependencies. No harm in making it more consistent with vanilla technology logic. -
[x] Tech:
ore-silos
Requires: automation science pack
Depends on:steel-processing
,ore-crushing
Building unlocks: 8 different ore silos
Recipe unlocks: none
Action: In light of guideline 1, dependency onsteel-processing
should be removed. However, guideline 2 requires to keep it since every single new building requiressteel
. I recommend keeping the dependency onore-crushing
as it is a natural precursor. But, strictly speaking, guideline 1 requires to remove the dependency onore-crushing
in order to minimize prerequisites. -
[x] Tech:
angels-warehouses
Requires: automation science pack
Depends on:steel-processing
Building unlocks:angels-warehouse
Recipe unlocks: none
Action: In light of guideline 1, dependency onsteel-processing
should be removed. Guideline 2 requires to keep it. I recommend replacing the dependency onsteel
with a dependency onore-silos
(if enabled), since these are the logical precursors to warehouses. -
[x] Tech:
water-treatment
Requires: automation science pack
Depends on:electronics
,steel-processing
Building unlocks:hydro-plant
,clarifyer
,ground-water-pump
Recipe unlocks:water-purification
Action: None of the buildings requires steel as an ingredient. Dependency onsteel-processing
should be removed. I recommend keeping the dependency onelectronics
, but strictly speaking, guideline 1 requires to remove it. -
[x] Tech:
water-washing-1
Requires: automation science pack
Depends on:water-treatment
Building unlocks:seafloor-pump
,washing-plant
Recipe unlocks: 6× different types of muddy/salty water,solid-clay
,solid-limestone
,solid-sand
Action: All new recipes are crafted in the new buildings, or require ingredients from new recipes. Therefore, ifwater-treatment
looses its dependence onsteel-processing
, this technology should depend onsteel-processing
explicitly. Otherwise, not a single recipe is usable, violating guideline 2. -
[x] Tech:
ore-crushing
Requires: automation science pack
Depends on: none
Building unlocks:ore-crusher
,ore-sorting-facility
Recipe unlocks: 3× crushing (Jivolite, Crotinnium, slag), 6× sorting
Loose ends:- [ ]
tin-ore
fromangelsore6-crushed-processing
is a loose end. Seeangels-tin-smelting-1
.\
Action: Get rid of loose ends.
- [ ]
-
[x] Tech:
basic-chemistry
Requires: automation science pack
Depends on: nothing
Building unlocks:angels-electrolyzer
,liquifyer
Recipe unlocks:dirt-water-separation
,carbon-separaiton-2
,catalyst-metal-carrier
,catalyst-metal-red
Action: No action required.
Optional: Add dependency onore-crushing
to get access toiron-ore
andcopper-ore
forcatalyst-metal-red
. In a way, it is also more natural to have Angel's Petrochem techs depend on Angel's Refining techs. -
[x] Tech:
basic-chemistry-2
Requires: automation science pack
Depends on:basic-chemistry-1
,electronics
,steel-processing
Building unlocks:angels-chemical-plant
Recipe unlocks:water-separation
,water-synthesis
,solid-calcium-chloride
,water-gas-shift-1
,water-gas-shift-2
Action: This one is complicated.- [x] I recommend keeping the dependency on
electronics
, but strictly speaking, guideline 1 requires to remove it.\ - [x] Recipe
water-separation
useswater-purified
as an ingredient. But there is no genuine source ofwater-purified
yet. The recipes of this tech that do producewater-purified
do so more as a by-product or from ingredients this recipe tries to produce. If no dependency onwater-treatment
is added, this recipe will only serve to take care of the by-productwater-purified
but not to producegas-oxygen
as a dedicated process.\ - [x] All other recipes are made in a chemplant unlocked by this very tech. The
angels-chemical-plant
requiressteel
. As of now,steel-processing
is a dependency. In light of guideline 1, this dependency should be removed. However, I advice against it. Removingsteel-processing
turns the only unlocked recipe (if at all, see point 1) into a slightly different version of a recipe already unlocked bybasic-chemistry
. In a way, nothing truly new is unlocked ifsteel
is not available. This would violate guideline 2.\ - [x] Recipe
solid-calcium-chloride
requiresgas-hydrogen-chloride
, but the latter is unlocked only later bychlorine-processing-1
. I recommend moving the recipesolid-calcium-chloride
tochlorine-processing-1
orchlorine-processing-2
. It really does not matter much, as the item is required only much much later (in this mod configuration at least). In order to unlock a more even number of recipes, maybe move it tochlorine-processing-2
. Otherwise it will remain effectively locked.
- [x] I recommend keeping the dependency on
-
[x] Tech:
angels-fluid-control
Requires: automation science pack
Depends on:basic-chemistry
Building unlocks: 5 × valves,angels-storage-tank-3
Recipe unlocks: none
Action: I recommend keeping the dependency onbasic-chemistry
because the valves and storage-tanks are useless when there is no chemistry going on. However, guideline 1 requires to remove this dependency.
Comment: This tech has a misleading icon. It shows thebarreling-pump
which is only unlocked byfluid-handling
. Maybe change the tech icon. Have it show some vales maybe … -
[x] Tech:
angels-sulfur-processing-1
Requires: automation science pack
Depends on:basic-chemistry-2
Building unlocks: none
Recipe unlocks:solid-sulfur
,gas-sulfur-dioxide
,liquid-sulfuric-acid
Action: This one is complicated.- There are many different sources for
sulfur
in the tech tree. This is not one of them. The main issue is: looking at this tech alone, recipesolid-sulfur
appears to be a reasonable source forsulfur
to makeliquid-sulfuric-acid
. But it is not. The recipesolid-sulfur
requiresgas-hydrogen-sulfide
as an ingredient. But that is only available much later, either fromangels-oil-processing
/gas-processing
andsulfur-processing-2
(logistic science techs) or fromangels-coal-cracking
(blue science). The earliest source (tech-tree wise) ofsulfur
is thegas-sulfur-dioxide
fromangels-lead-smelting-1
(automation tech), and only a as by-product. Furthermore, making a key technology from Angel's Petrochem depend on a tech from Angel's Refining is questionable. The source ofsulfur
most people use early on is fromcoal-processing-2
viawater-treatment-2
(logistic science techs). Another (less reliable) source is fromoil-gas-extraction
. Whichever way you turn it,angels-sulfur-processing-1
is not genuinely a technology for automation science only. - All recipes unlocked by this tech are made in an
angels-chemical-plant
or better. That one requiressteel
. If the dependence onsteel-processing
is removed frombasic-chemistry-2
, this tech will effectively unlock nothing withoutsteel-processing
, thus violating guideline 2.
My recommendations:
- [x] Move the recipe
solid-sulfur
fromangels-sulfur-processing-1
toangels-sulfur-processing-2
. - [x] Turn this into a logistic science technology.
- [x] Add a dependency on
water-treatment-2
, which already depends onore-floatation
andoil-gas-extraction
. Therefore, players will have a good source ofwater-yellow-waste
and thussulfur
. This would also incorporate a dependency onsteel-processing
, making every single recipe available.
Even ifore-floatation
looses its dependency onoil-gas-extraction
(see below),ore-floatation
is still a good early source forwater-yellow-waste
.
- There are many different sources for
-
[x] Tech:
angels-metallurgy-1
Requires: automation science pack
Depends on:steel-processing
Building unlocks:blast-furnaces
,induction-furnace
,casting-machine
Recipe unlocks: none
Action: No action required. Every single building requiressteel
, thussteel-processing
should remain a prerequisite. Otherwise, this technology unlocks nothing, violating guideline 2.
Optional: Add a dependency onore-crushing
because is the most logical precursor technology. Furthermore, all but one of the techs that depend onangels-metallurgy-1
already depend onore-crushing
. Consequently, those individual dependencies can be removed, simplifying the tech tree. -
[x] Tech:
angels-solder-smelting-basic
Requires: automation science pack
Depends on: nothing
Building unlocks: none
Recipe unlocks:angels-solder-mixture
,angels-solder-mixture-smelting
Loose ends:angels-solder
has no use in this mod configuration, renderingangels-solder-mixture
useless, too.
Action: Either remove all solder related items, fluids and technologies
OR
Integrate solder into existing recipes. Example: Makeangels-solder
an ingredient inadvanced-circuit
. In this case,advanced-electronics
should depend onangels-solder-smelting-basic
. -
[x] Tech:
angels-tin-smelting-1
Requires: automation science pack
Depends on:angels-metallurgy-1
,ore-crushing
Building unlocks: none
Recipe unlocks:tin-ore-smelting
,molten-tin-smelting
,angels-plate-tin
,basic-tinned-copper-wire
Loose ends:-
angels-wire-tin
has no use. - If
angels-solder
remains a loose end,angels-plate-tin
andliquid-molten-tin
have no use either. - If
angels-plate-titanium
remains a loose end,ingot-tin
has no use either.\
Then, this entire technology would have no use.
Action:
- If
angels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency.\ - If this technology remains a loose end, it should be removed entirely.
OR
Integrate at leastangels-wire-tin
into existing recipes. Example:angels-wire-tin
as ingredient inadvanced-circuit
or forred-wire
/green-wire
.
-
-
[x] Tech:
angels-silicon-smelting-1
Requires: automation science pack
Depends on:angels-metallurgy-1
,ore-crushing
,angels-coal-processing
,angels-nitrogen-processing-1
Building unlocks: none
Recipe unlocks:silicon-ore-smelting
,molten-silcon-smelting
,angels-mono-silicon-seed
,angels-mono-silicon-1
,angels-silicon-wafer
Loose ends: The only used item issilicon-ingots
fromsilicon-ore-smelting
. It is used for advanced versions of iron and steel smelting. All other recipes are loose ends.
Action:- If
angels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency. - Remove all recipes except
silicon-ore-smelting
. Also remove dependency onangels-nitrogen-processing-1
in that case. Optional: Incorporateangels-silicon-wafer
into existing recipes, rather than stripping this tech clean.
- If
-
[x] Tech:
angels-copper-smelting-1
Requires: automation science pack
Depends on:angels-metallurgy-1
,ore-crushing
Building unlocks: none
Recipe unlocks:copper-ore-smelting
,molten-copper-smelting
,angels-plate-copper
Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency. -
[x] Tech:
angels-iron-smelting-1
Requires: automation science pack
Depends on:angels-metallurgy-1
,ore-crushing
Building unlocks: none
Recipe unlocks:iron-ore-smelting
,molten-iron-smelting-1
,angels-plate-iron
Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency. -
[x] Tech:
angels-lead-smelting-1
Requires: automation science pack
Depends on:angels-metallurgy-1
,ore-crushing
Building unlocks: none
Recipe unlocks: 4 recipes
Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency. -
[x] Tech:
angels-nickel-smelting-1
Requires: automation science pack
Depends on:angels-metallurgy-1
,ore-crushing
Building unlocks: none
Recipe unlocks:nickel-ore-smelting
Action: No action required. Ifangels-metallurgy-1
gains a dependency onore-crushing
, the latter can be removed as a dependency. -
[x] Tech:
gardens
Requires: automation science pack
Depends on:steel-processing
Building unlocks:seed-extractor
Recipe unlocks: 3 × seed extraction
Action: The three recipes are crafted in theseed-extractor
, which requiressteel
. Removing the dependency onsteel-processing
would make all new recipes unusable, violating guideline 2. -
[ ] Tech:
bio-processing-green
Requires: automation science pack
Depends on:bio-processing-brown
,basic-chemistry
Building unlocks:algae-farm-2
Recipe unlocks: 4 recipes to make use of green and brown algae
Loose ends:solid-lithium
has no use in this mod configuration. Action: Remove recipealgae-brown-burning
. -
[x] Tech:
bio-paper-1
Requires: automation science pack
Depends on:bio-processing-brown
Building unlocks: none
Recipe unlocks:solid-wood-pulp
,paper-bleaching-1
Loose ends:solid-paper
has no use in this mod configuration. Action: Remove recipepaper-bleaching-1
since paper has no use. Also remove all higher tierpaper-bleaching
recipes from the subsequent technologies.
Logistic Science Technologies
-
[x] Tech:
concrete
Requires: automation & logistic science packs
Depends on:advanced-material-processing
,automation-2
Building unlocks: none
Recipe unlocks: 4 different types of concrete
Action: Add dependency onore-crushing
to getiron-ore
for the recipeconcrete
. Otherwise, no new recipe is available, violating guideline 2. -
[x] Tech:
battery
Requires: automation & logistic science packs
Depends on:angels-sulfur-processing-1
(automation tech only!)
Building unlocks: none
Recipe unlocks:battery
Action: Ifangels-sulfur-processing-1
becomes logistic science tech, no action is required. Otherwise, make this tech explicitly depend on a logistic science technology. Reasonable options:oil-gas-extraction
,angels-advanced-chemistrty-1
,logistic-science-pack
. -
[x] Tech:
explosives
Requires: automation & logistic science packs
Depends on:angels-sulfur-processing-1
(automation tech only!)
Building unlocks: none
Recipe unlocks:explosives
Action: Ifangels-sulfur-processing-1
becomes logistic science tech, no action is required. Otherwise, make this tech explicitly depend on a logistic science technology. Reasonable options:oil-gas-extraction
,angels-advanced-chemistrty-1
,logistic-science-pack
. -
[x] Tech:
fluid-handling
Requires: automation & logistic science packs
Depends on:engine
,automation-2
Building unlocks:storage-tank
,pump
,barreling-pump
Recipe unlocks: many barreling recipes
Action: Add a dependency onangels-fluid-control
, as that is the most natural precursor technology, unlocking valves and small inline storage tanks. -
[x] Tech:
pressure-tanks
Requires: automation & logistic science packs
Depends on:angels-fluid-control
(automation tech only!)
Building unlocks:angels-pressure-tank-1
Recipe unlocks: none
Action: Replace dependency onangels-fluid-control
with dependency on vanilla'sfluid-handling
since this is the most reasonable precursor technology, unlocking regularstorage-tanks
of an intermediate size. Alternatively, add explicit dependency on a different logistic science tech. Reasonable options:oil-gas-extraction
,logistic-science-pack
. -
[x] Tech:
slag-processing-1
Requires: automation & logistic science packs
Depends on:ore-crushing
(automation tech only!)
Building unlocks:filtration-unit
,crystallizer
Recipe unlocks:catalysator-brown
, 3× slag processing, 2× slag slurry,filter-frame
,filter-coal
,slag-processing-filtering-1
Loose ends:tin-ore
fromslag-processing-2
is a loose end at the moment.
Action: Currently, not a single recipe is usable.- The two recipes to make
slag-slurry
requireliquid-sulfuric-acid
which is unlocked byangels-sulfur-processing-1
. I recommend adding at least this one prerequisite. - All other recipes are crafted in one of the two new buildings, or are usless without the new buildings. Hence, this tech should ideally depend on
angels-stone-smelting-1
to getangels-clay-bricks
. - As per previous recommendations, this tech will indirectly depend on
steel-processing
. If this does not happen, neither thefiter-frame
nor the new buildings will be accessible. Thus rendering only the twoslag-slurry
recipes available. If that is undesirable, add a dependency onsteel-processing
.
- The two recipes to make
-
[x] Tech:
thermal-water-extraction
Requires: automation & logistic science packs
Depends on:slag-processing-1
,advanced-ore-refining-1
Building unlocks:thermal-bore
Recipe unlocks: none
Action: Remove the explicit dependency onslag-processing-1
, sinceadvanced-ore-refining-1
already depends onslag-processing-1
. As per recommendations, this tech will depend indirectly on bothsteel-processing
andangels-stone-smelting-1
, making the only new building craftable. If that is not implemented, this tech will be useless at this point, and appropriate explicit dependencies should be implemmented. -
[x] Tech:
basic-chemistry-3
Requires: automation & logistic science packs
Depends on:basic-chemistry-2
(automation tech only!)
Building unlocks: none
Recipe unlocks:angels-electrode
,angels-electrode-used
,dirt-water-separation-2
,water-separation-2
Action:- If
basic-chemistry-2
will not keep dependency onsteel-processing
, addsteel-processing
as a prerequisite to getsteel
forangels-electrode
. - Add dependence on
angels-coal-processing
to getsolid-carbon
forangels-electrodes
. - Add dependence on a logistic science tech. Reasonable options:
automation-2
,fluid-handling
,water-treatment-2
,logistic-science-pack
. - If
basic-chemistry-2
will not gain a dependency onwater-treatment
and if none of its new prerequisites depend onwater-treatment
,basic-chemistry-3
should depend on it. Otherwise, there is no source forwater-purified
.
- If
-
[x] Tech:
oil-gas-extraction
Requires: automation & logistic science packs
Depends on:electronics
,basic-chemistry
Building unlocks:pumpjack
,separator
Recipe unlocks:gas-separation
,oil-separation
Action:- Add explicit dependency on a logistic science tech. Reasonable options:
automation-2
,fluid-handling
,logistic-science-pack
. - If this tech will not depend on
steel-processing
via its new prerequisites, none of the new recipes will be usable. They need to be crafted in the new buildings, wich both requiresteel
. Thus not adding a dependence onsteel-processing
would violate guideline 2.
Optional: Replace dependence onbasic-chemistry
with dependence onangels-coal-processing-1
, since that is a more natural precursor technology.
- Add explicit dependency on a logistic science tech. Reasonable options:
-
[x] Tech:
angels-oil-processing
Requires: automation & logistic science packs
Depends on:oil-gas-extraction
Building unlocks:oil-refinery
,angels-storage-tank-2
Recipe unlocks: 2× oil refining, 2× soild fuel
Action: Add dependency onangels-coal-processing-1
to getsoild-coke
for the solid fuel recipes, ifoil-gas-extraction
will not depend on it.
OR
Move both solid fuel recipes to the techflammables
.
Optional: Add dependence onfluid-handling
, since thestorage-tank
is the most natural precursor item for theangels-storage-tank-2
, at least if you don't addfluid-handling
tooil-gas-extraction
. -
[x] Tech:
gas-processing
Requires: automation & logistic science packs
Depends on:oil-gas-extraction
Building unlocks:gas-refinery-small
,angels-storage-tank-1
Recipe unlocks:gas-refining
,gas-fractioning
,soild-fuel-methane
Action: Add dependency onangels-coal-processing-1
to getsoild-coke
for the solid fuel recipe, ifoil-gas-extraction
will not depend on it.
OR
Move solid fuel recipe to the techflammables
.
Optional: Add dependence onfluid-handling
, since thestorage-tank
is the most natural precursor item for theangels-storage-tank-1
, at least if you don't addfluid-handling
tooil-gas-extraction
. -
[x] Tech:
flammables
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Unlocks: nothing
Action: No action is required. However, this tech being empty (albeit vanilla) is undesirable.
Optional: Move the two recipessolid-fuel-naphtha
&solid-fuel-fuel-oil
, as well as the techsolid-fuel-methane
fromgas-processing
to this tech. If you do that, this tech should also depend onangels-coal-processing-1
to makesolid-coke
available. -
[x] Tech:
ore-floatation
Requires: automation & logistic science packs
Depends on:ore-crushing
,angels-oil-processing
Building unlocks:ore-floatation-cell
Recipe unlocks: 6× flotation, 6× chunk sorting
Loose ends:tin-ore
andgold-ore
have no use in this mod configuration. Action:- Add dependence on
water-treatment
to getwater-purified
for flotation recipes.\ - Add dependence on
angels-stone-smelting-1
to getangels-clay-brick
forore-floatation-cell
. Otherwise none of the new recipes are usable, violating guideline 2. - Remove
tin-ore
product fromangelsore3-chunk-processing
andangelsore6-chunk-processing
. - Remove
gold-ore
product fromangelsore5-chunk-processing
.
Optional: Rationale for dependency on
angels-oil-processing
is unclear. Maybe replace dependency onangels-oil-processing
with dependency onfluid-handling
, which is still a logistic science tech.
Comment: It should be called "flotation", not "floatation". It was already corrected in the locales, but the internal strings are still wrong. - Add dependence on
-
[x] Tech:
water-treatment-2
Requires: automation & logistic science packs
Depends on:water-treatment
,ore-floatation
Building unlocks:hydro-plant-2
Recipe unlocks: 4× waste water purification
Action: No action is required. However, the earliest possible tech that makes this one usable isoil-gas-extraction
.
Optional: Although I do not recommend it, you could replace the dependence onore-floatation
with a dependence onoil-gas-extraction
. This would better suit guideline 1. On the other hand, however, it would render 3 of the 4 recipes unusable at time of research, conflicting with guideline 2. -
[x] Tech:
angels-advanced-chemistry-1
Requires: automation & logistic science packs
Depends on:gas-processing
,angels-oil-processing
Building unlocks:liquifyer-2
,angels-electrolyzer-2
,advanced-chemical-plant
Recipe unlocks:catalyst-metal-green
,gas-methanol-catalyst
,gas-formaldehyde-catalyst
Action: Add dependency onore-floatation
to getsilver-ore
andbauxite-ore
forcatalyst-metal-green
, because every new recipe requires this catalyst. -
[x] Tech:
angels-sulfur-processing-2
(no longer exists in this form ondev
branch)
Requires: automation & logistic science packs
Depends on:angels-sulfur-processing-1
(automation tech only!)
Building unlocks: none
Recipe unlocks: 5 recipes relating to sulfur and more importantly fluorite ore
Action: Currently, no recipe is usable at time of research. Add dependency onwater-treatment-2
(if not already added toangels-sulfur-processing-1
) to getfluorite-ore
required for the recipeliquid-hydrofluoric-acid
unlocked by this tech, making four recipes usable. Move recipesolid-sulfur
fromangels-sulfur-processing-1
to this tech, since only this tech provides the first reasonable sources forgas-hydrogen-sulfide
. If no additional prerequisite make this a genuine logistic science tech, you should add an explicit dependence onlogistic-science-pack
or similar.
Optional: Add dependency onangels-advanced-chemistry-1
to get access to theadvanced-chemical-plant
which is required for the recipegas-acid-catalyst
unlocked by this tech, making the last recipe usable. -
[x] Tech:
angels-sulfur-processing-3
(dev
branch)
Requires: automation & logistic science packs
Depends on:angels-sulfur-processing-2
Building unlocks: none
Recipe unlocks: 3 recipes for processing of sour gas and hydrogen fluoride gas
Action: Strictly speaking, no action is required. However, at the time of research, only one recipe is usable:liquid-hydrogen-fluoride
. But this is the reverse of an earlier recipe and of little to no use without the other recipes from this tech.
Optional: Add dependence ongas-processing
to get access togas-acid
, which makes all recipes in this tech useful at the time of research. -
[x] Tech:
angels-flare-stack
Requires: automation & logistic science packs
Depends on:angels-fluid-control
(automation tech only!)
Building unlocks:angels-flare-stack
Recipe unlocks: none
Action: Add dependency on a logistic science tech. Reasonable options:fluid-handling
,oil-gas-extraction
,logistic-science-pack
. If no additional prerequisite brings in a dependence onsteel-processing
, this tech has no usable recipes at time of research, violating guideline 2. -
[x] Tech:
geode-processing-2
Requires: automation & logistic science packs
Depends on:water-washing-2
,geode-processing-1
,slag-processing-1
Building unlocks: none
Recipe unlocks: 7× crystal slurry, 2× crystal slurry filtering,catalysator-green
Action: Ifslag-processing-1
will depend onangels-sulfur-processing-1
as per recommendation, no action is required. Otherwise, this tech should depend onangels-sulfur-processing-1
. -
[x] Tech:
geode-crystallization-1
Requires: automation & logistic science packs
Depends on:geode-processing-2
Building unlocks: none
Recipe unlocks: none
Action: Remove this tech in this mod configuration (?) -
[x] Tech:
chlorine-processing-1
Requires: automation & logistic science packs
Depends on:water-treatment
,basic-chemistry-2
,gas-processing
Building unlocks: none
Recipe unlocks:water-saline-separation
,gas-chlor-methane
,gas-hydrogen-chloride
,liquid-hydrochlorid-acid
,liquid-ferric-chloride-solution
,liquid-cupric-chloride-solution
Action: Ifbasic-chemistry-2
will depend onwater-treatment
as per recommendation, this tech should not depend onwater-treatment
explicitly again.
Optional: Add dependency onore-crushing
to getiron-ore
andcopper-ore
for the chloride solutions. I do not recommend it, but you could also replace dependence ongas-processing
with more generic dependence onfluid-handling
. The current dependence only enables one of 6 recipes and delays availability of this tech. -
[x] Tech:
angels-coal-processing-2
Requires: automation & logistic science packs
Depends on:angels-advanced-chemistry-1
,angels-coal-processing
Building unlocks: none
Recipe unlocks:coke-purification-2
,carbon-separation-1
,solid-coke-sulfur
Action: Currently none of the recipes are usable at time of research. Either
Add dependence onchlorine-processing-1
to getsodium-hydroxide
forcoke-purification-2
. Add dependence onangels-nitrogen-processing-1
to getgas-nitrogen
forcoke-purification-2
. OR
Add dependence onwater-treatment
to getwater-purified
forcarbon-separation-1
andsoldi-coke-sulfur
. Note thatangels-nitrogen-processing-1
would pull in an indirect dependence onwater-treatment
already, and thus a redundant dependence would be undesirable.
Optional: Remove dependence onangels-advanced-chemistry-1
ifchlorine-processing-1
becomes new prerequisite. This is still logistic science tech, so the positioning in the tech tree will not dramatically change. -
[x] Tech:
chlorine-processing-2
Requires: automation & logistic science packs
Depends on:chlorine-processing-1
Building unlocks: none
Recipe unlocks:gas-allylchlorid
,gas-epichlorhydrin
,liquid-glycerol
Action: Add dependency that providesgas-propene
forgas-allylchlorid
which is the start of the processing chain unlocked by this tech. Options:gas-steam-cracking-1
,oil-steam-cracking-1
,angels-advanced-chemistry-2
(depends on both of the above),
OR
Do nothing, since the common ancestor (oil-gas-extraction
) of the two options is already an indirect dependency of this tech. -
[x] Tech:
angels-nitrogen-processing-2
Requires: automation & logistic science packs
Depends on:angels-nitrogen-processing-1
,water-treatment-2
,advanced-chemistry-1
Building unlocks:angels-air-filter-2
Recipe unlocks: 7 different recipes for nitrogen processing
Action: The recipegas-ammonium-chloride
cannot be used as an ingredient for anthing is this mod configuration. Remove from this tech.
OR
Addchlorine-processing-1
as a dependency to providegas-hydrogen-chloride
forgas-ammonium-chloride
. However, in this case it remains unclear whygas-ammonium-chloride
should remain craftable in this mod configuration. -
[x] Tech:
lubricant
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks: none
Recipe unlocks:mineral-oil-lubricant
Action: The recipe requiresgas-residual
. The earliest sources aregas-steam-cracking-1
(4 recipes) andoil-steam-cracking-1
(1 recipe). The latter recipe actually only providesgas-butadiene
which is exclusively for rubber and should be removed in this mod configuration. Therefore, this tech should depend ongas-steam-cracking-1
. If you don't want to make this tech depend ongas-steam-cracking-1
, make it depend onangels-advanced-chemistry-2
(which depends on both steam cracking varieties)
OR
Ignore the requirement ongas-residual
, since the common ancestor (oil-gas-extraction
) is already an indirect dependency. -
[x] Tech:
plastics
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks: none
Recipe unlocks:solid-plastic
Action: Add dependency onautomation-2
to get access to theassembling-machine-2
to makesolid-plastic
.
Comment: This technology deviates from the guidelines in the sense that it unlocks a recipe for which the ingredient (liquid-plastic
) will be unlocked by the subsequent techs: ranging from different tiers of petrochem plastics to different tiers of bio-plastics. This is a very elegant way of implementing "OR" in the tech tree. I like this, please don't change this. In fact, I think we should make use of this technique more often, if we can reasonably do so. -
[x] Tech:
plastic-1
Requires: automation & logistic science packs
Depends on:plastics
,angels-advanced-chemistry-1
Building unlocks: none
Recipe unlocks:solid-plastic
,liquid-plastic-1
Action: Remove recipesolid-plastic
from this tech, as it is already unlocked byplastics
, which is a direct prerequisite. Add dependency that providesgas-propene
forliquid-pastic-1
. Options:gas-steam-cracking-1
,oil-steam-cracking-1
,angels-advanced-chemistry-2
(depends on both of the above),
OR
Do nothing, since the common ancestor (oil-gas-extraction
) of the two options is already an indirect dependency of this tech, and it already depends on a subsequent tech (angels-advanced-chemistry-1
). -
[x] Tech:
resins
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks: none
Recipe unlocks:solid-resin
Loose ends:solid-resin
has no use.
Action: Add dependence onautomation-2
to get access to theassembling-machine-2
to makesolid-resin
.
However, in this mod configuration, resin has no use. Neither liquid nor solid. Remove this tech and all subsequent techs that produce different varieties of resin. For some reason,angels-stone-smelting-2
depends onresins
. That dependency should be removed in this mod configuration. Since this includes all temperate arboretum technologies, it remains unclear if the map generator should spawn temperate trees. -
[x] Tech:
resin-1
Requires: automation & logistic science packs
Depends on:angels-nitrogen-processing-2
,angels-advanced-chemistry-1
,resins
Building unlocks: none
Recipe unlocks:solid-resin
,liquid-resin-1
Loose ends:solid-resin
has no use, thereforeliquid-resin
has no use either.
Action: The recipesolid-resin
should be removed from this tech since it is already unlocked byresins
. Furthermore, the dependence onangels-advanced-chemistry-1
is reduntant sinceangels-nitrogen-processing-2
already depends on that. Resin has no use in this mod configuration. This tech should be removed. -
[x] Tech:
rubbers
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks: none
Recipe unlocks:solid-rubber
Loose ends:solid-rubber
has no use.
Action: Add dependence onautomation-2
to get access to theassembling-machine-2
to makesolid-rubber
.
However, in this mod configuration, rubber has no use. Neither liquid nor solid. Remove this tech and all subsequent techs that produce different varieties of rubber. Since this includes all desert arboretum technologies, it remains unclear if the map generator should spawn desert trees. -
[x] Tech:
rubber
Requires: automation & logistic science packs
Depends on:gas-steam-cracking-1
,angels-advanced-chemistry-2
,rubbers
Building unlocks: none
Recipe unlocks:solid-rubber
,liquid-rubber-1
Loose ends:solid-rubber
has no use, thereforeliquid-rubber
has no use either.
Action: The recipesolid-rubber
should be removed from this tech since it is already unlocked byrubbers
. Furthermore, the rationale for dependence ongas-steam-cracking-1
is unclear. Maybe remove this dependency(?) Rubber has no use in this mod configuration. This tech should be removed. -
[x] Tech:
gas-steam-cracking-1
Requires: automation & logistic science packs
Depends on:gas-processing
Building unlocks:steam-cracker
Recipe unlocks: 4× steam cracking
Action: If this tech has not gained an indirect dependence onsteel-processing
, none of the new recipes will be usable at the time of research. -
[x] Tech:
oil-steam-cracking-1
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks:steam-cracker
Recipe unlocks:catalyst-steam-cracking-butane
,catalyst-steam-cracking-naphtha
Action: Remove recipecatalyst-steam-cracking-butane
since its primary productgas-butadiene
is only used for rubber.
OR
Add dependency onangels-advanced-chemistry-1
to providecatalyst-metal-green
for said recipe. However, this would keep a useless fluid in the tech tree.
In any case, if this tech has not gained an indirect dependence onsteel-processing
, none of the new recipes will be usable at the time of research. -
[x] Tech:
angels-advanced-chemistry-2
Requires: automation & logistic science packs
Depends on:oil-steam-cracking-1
,gas-steam-cracking-1
,angels-advanced-chemistry-1
Building unlocks: 6 higher tier chemical buildings
Recipe unlocks:liquid-styrene-catalyst
,gas-benzene-catalyst
,liquid-ethylbenzene-catalyst
Action: Remove recipeliquid-styrene-catalyst
since its only use is rubber. Remove recipeliquid-ethylbenzene-catalyst
since it only leads to styrene which only leads to rubber.
Optional: Change recipes forangels-chemical-plant-2
andoil-refinery-2
to useadvanced-circuit
instead ofelectronic-circuit
. When comparing the different buildings that are unlocked by this tech, their material requirements are different and it remains unclear why. Maybe consideroil-refinery-2
to requireconcrete-brick
sinceoil-refinery-1
requiresstone-brick
. Why do none of theangels-chemical-plant
require any form of brick(?)
Comment: Maybe review internal progression logic for different types of buildings, and re-distribute across technologies. Maybe do so in a different issue. This one is full of stuff already … -
[x] Tech:
angels-electric-boiler
Requires: automation & logistic science packs
Depends on:gas-steam-cracking-1
,oil-steam-cracking-1
Building unlocks:angels-electric-boiler
Recipe unlocks:angels-steam-water
Action: If this tech has not gained an indirect dependence onsteel-processing
, none of the new recipes will be usable at the time of research. -
[x] Tech:
ore-powderizer
Requires: automation & logistic science packs
Depends on:lubricant
,ore-advanced-crushing
Building unlocks:ore-powderizer
Recipe unlocks: 2× milling drum, 2× ferrous, 2× cupric)
Action: If you do not includeautomation-2
as a (direct or indirect) prerequisite foroil-gas-extraction
, you have to add the dependency onautomation-2
here in order to unlock theassembling-machine-2
which is required for recipemilling-drum
. This furthermore incorporates the requirement forsteel-processing
which is required formilling-drum
, too. -
[x] Tech:
angels-metallurgy-2
Requires: automation & logistic science packs
Depends on:angels-metallurgy-1
(automation tech only!)
Building unlocks: higher tier furnaces and casting machines
Recipe unlocks: none
Action: Add dependency on a logistic science tech. Reasonable options:ore-floatation
,advanced-material-processing
,logistic-science-pack
. If no additional prerequisite brings in a dependence onangels-stone-smelting-1
, none of the new buildings will be usable at time of research, violating guideline 2. In any case, delaying this tech would also delay the availability ofangels-steel-smelting-1
– which is most certainly undesirable. -
[x] Tech:
angels-gold-smelting-1
Requires: automation & logistic science packs
Depends on:angels-metallurgy-2
,chlorine-processing-1
,ore-floatation
Building unlocks: none
Unlocks: 4 recipes for gold smelting
Loose ends: No form of gold has a use in this mod configuration.gold-ore
is not required for any metal catalysts.angels-wire-gold
is not required for any circuits.gold-plate
is not required for any circuits nor modules.
Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. All appearances of gold should be removed from this modpack combination, starting fromore-floatation
via crystallization fromslag-processing-2
all the way toangels-gold-smelting-3
.
OR
Integrate gold into some recipes that exist in this mod combinaiton. Examples:angels-wire-gold
forprocessing-units
. -
[x] Tech:
angels-cobalt-smelting-1
Requires: automation & logistic science packs
Depends on:angels-metallurgy-2
,angels-coal-procssing-2
,ore-floatation
Building unlocks: none
Recipe unlocks:cobalt-ore-smelting
Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. -
[x] Tech:
angels-manganese-smelting-1
Requires: automation & logistic science packs
Depends on:angels-metallurgy-2
,angels-coal-procssing-2
,ore-floatation
Building unlocks: none
Recipe unlocks:manganese-ore-smelting
Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. -
[x] Tech:
angels-aluminium-smelting-1
Requires: automation & logistic science packs
Depends on:powder-metallurgy-1
,angels-coal-procssing-2
,ore-floatation
Building unlocks: none
Recipe unlocks: 5 aluminium smelting recipes leading toangels-plate-aluminium
Loose ends:angels-plate-aluminium
and henceliquid-molten-aluminium
have no use in this mod config.ingot-aluminium
has only limited use viaangels-silicon-smelting-3
to makeingot-silicon
for either advanced iron or steel smelting.
Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. Remove recipesmolten-aluminium-smelting-1
andangels-plate-aluminium
since they are loose ends. Not sure if the semi-exotic use ofingot-aluminium
foringot-silicon
for advanced iron and steel smelting should remain a thing. Feels like that's a convoluted way of doing a whole lot of not much. -
[x] Tech:
angels-silver-smelting-1
Requires: automation & logistic science packs
Depends on:angels-metallurgy-2
,ore-floatation
Building unlocks: none
Unlocks: 3 recipes for silver smelting
Loose ends: Ifangels-solder
remains a loose end, the only use for silver is as an ore for metal catalysts. Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. All appearances of processed silver should be removed from this mod configuration. That includes this tech and all its recipes.
OR
Integrate silver into some recipes that exist in this mod combinaiton. -
[x] Tech:
angels-steel-smelting-1
Requires: automation & logistic science packs
Depends on:angels-iron-smelting-1
,angels-metallurgy-2
,basic-chemistry
Building unlocks: none
Recipe unlocks: 3 steel smelting recipes
Action: Ifangels-metallurgy-2
gains additional prerequisites that delay this tech to an undesirable degree, then replace the dependence onangels-metallurgy-2
with a dependence onadvanced-material-processing
or similar logistic science tech. -
[x] Tech:
angels-zinc-smelting-1
Requires: automation & logistic science packs
Depends on:angels-metallurgy-2
,angels-lead-smelting-1
,ore-floatation
Building unlocks: none
Recipe unlocks: 3 zinc smelting recipes
Action: Ifangels-metallurgy-2
gains dependence onore-floatation
, this tech should not depend on it again. -
[x] Tech:
angels-nickel-smelting-2
Requires: automation & logistic science packs
Depends on:angels-metallurgy-2
,angels-sulfur-processing-1
,ore-processing-1
Building unlocks: none
Recipe unlocks: 4 higher tier nickel smelting recipes
Loose ends:powder-nickel
only leads toangels-plate-tungsten
which is useless in this mod configuration. Action: Remove the recipepowder-nickel
from this tech. -
[x] Tech:
angels-cooling
Requires: automation & logistic science packs
Depends on:angels-metallurgy-2
,water-treatment
Building unlocks:cooling-tower
Recipe unlocks:coolant-cool-steam
Action: Ifangels-metallurgy-2
has not gained a dependence onangels-stone-smelting-1
, neither the new building nor the new recipe will be usable at time of research, violating guideline 2. -
[x] Tech:
angels-stone-smelting-2
Requires: automation & logistic science packs
Depends on:angels-stone-smelting-1
,powder-metallurgy-1
,resins
Building unlocks: none
Recipe unlocks:cement-mixture-1
,concrete-mixture-1
,angels-concrete
,angels-concrete-brick
Action: If this tech has not gained an indirect depenence onore-crushing
(e.g. viaangels-metallurgy-1
), this tech should depend on it. Otherwise, there is noquartz
forcement-mixture-1
to kickstart this entire production chain. Remove dependence onresins
. In this mod configuration, it is unclear why the depnendence exists in the first place. -
[x] Tech:
strand-casting-1
Requires: automation & logistic science packs
Depends on:angels-cooling
,angels-metallurgy-2
Building unlocks:strand-casting-machine
Recipe unlocks: none
Action: This tech depends onangels-metallurgy-2
explicitly and again indirectly viaangels-cooling
. Remove explicit dependence. If this tech has not gained an indirect dependence onangels-stone-smelting-1
, the new building will not be usable. Thus violating guideline 2. However, delaying this tech also delays the following technologies. These providing higher yield recipes for various ingots that still remain usable even without this building. I don't know what the best course of action is in this case. Maybe when in doubt, follow the guidelines (?) -
[x] Tech:
angels-glass-smelting-1
Requires: automation & logistic science packs
Depends on:ore-crushing
,powder-metallurgy-1
,strand-casting-1
Building unlocks: none
Recipe unlocks:glass-mixture-1
,molten-glass-smelting
,angels-coil-glass-fiber
Loose ends:angels-coil-glass-fiber
has no use in this mod configuration, rendering all recipes in this technology loose ends. Action: In this mod configuration, remove this tech and all its recipes, as well as following techs and recipes. -
[x] Tech:
angels-solder-smelting-2
Requires: automation & logistic science packs
Depends on:angels-solder-smelting-1
,angels-zinc-smelting-1
,strand-casting-1
Building unlocks: none
Recipe unlocks: 3 higher tier solder smelting recipes
Loose ends:angels-solder
has no use in this mod configuration.
Action: Remove this tech and all its recipes, as well as all following techs and recipes. -
[x] Tech:
angels-tin-smelting-2
Requires: automation & logistic science packs
Depends on:angels-tin-smelting-1
,angels-copper-smelting-2
,angels-coal-processing-2
,strand-casting-1
,ore-processing-1
Building unlocks: none
Recipe unlocks: 6 higher tier tin smelting recipes
Loose ends:angels-plate-tin
andanegls-wire-tin
have no use in this mod configuration.
Action: This tech depends onstrand-casting-1
explicitly and indirectly viaangels-copper-smelting-2
. Remove explicit dependence. This tech depends onore-processing-1
explicitly and indirectly viaangels-copper-smelting-2
. Remove explicit dependence. Remove this technology, all its recipes and all following technologies since it is only a loose end. -
[x] Tech:
bio-wood-processing-2
Requires: automation & logistic science packs
Depends on:bio-wood-processing
,angels-coal-processing
(automation science only!)
Building unlocks: none
Recipe unlocks:wood-charcoal
,carbon-from-charcoal
,gas-carbon-dioxide-from-wood
Action: Add dependence on logistic science technology. Reasonable options:advanced-material-processing
,fluid-handling
,automation-2
,logistic-science-pack
OR
Replace dependence onangels-coal-processing
with dependence onangels-coal-processing-2
. However, this would delay renewable carbon quite considerable. -
[x] Tech:
bio-wood-processing-3
Requires: automation & logistic science packs
Depends on:bio-wood-processing-2
Building unlocks: none
Recipe unlocks:wood-bricks
Action: No action required.
Optional: Add dependence onangels-coal-processing-2
orautomation-2
if its prerequisite does not depend on it yet. Those are reasonable precursor techs. -
[x] Tech:
bio-paper-2
Requires: automation & logistic science packs
Depends on:bio-paper-1
,angels-nitrogen-processing-1
Building unlocks: none
Recipe unlocks:paper-bleaching-2
,liquid-pulping-liquor
,sulfite-pulping
,brown-liquor-recovery
Loose ends:solid-paper
has no use.
Action: Remove recipepaper-bleaching-2
. Add dependence onangels-sulfur-processing-1
to getgas-sulfur-dioxide
forliquid-pulping-liquor
.
Optional: Add dependence onchlorine-processing-1
to getsolid-sodium-hydroxide
forbrown-liquor-recovery
. Otherwise, this production chain does not run very efficiently. -
[ ] Tech:
bio-hatchery
Requires: automation & logistic science packs +token-bio
(!?)
Depends on:gardens
(automation tech only!)
Building unlocks:bio-hatchery
Recipe unlocks: 5× puffer egg hatching
Action: Add dependence on a logistic science tech. Reasonable options:automation-2
,gas-processing
,oil-gas-extraction
,bio-refugium-fish-1
,bio-farming-2
,logistic-science-pack
. Currently, this tech is the only in its vicinity in the tech tree that requirestoken-bio
. This violates guideline 4. Remove requirement ontoken-bio
from this tech
OR
Addtoken-bio
to all subsequent technologies. Although this would be a drastic change and most likely not desirable. -
[x] Tech:
bio-pressing
Requires: automation & logistic science packs
Depends on:angels-oil-processing
,bio-farm-1
,slag-processing-1
Building unlocks:bio-press
Recipe unlocks: 3× raw vetetable oil, 3× veg oil filtering,liquid-vegetable-oil-refining
Action: No action required. Optional: Maybe not the best idea but you could moveliquid-raw-vegetable-oil-filtering-2
from this tech toslag-processing-2
, since the recipe is not usable at this point. Sinceslag-processing-2
is chemical science tech, likelihood is high that player will research this tech earlier anyways. -
[ ] Tech:
bio-fermentation
Requires: automation & logistic science packs
Depends on:bio-farm-1
Building unlocks: none
Recipe unlocks: 2× fermentation base, 2× fermentation,ethanol-to-ethylene-synthesis
Action: Add dependence onbasic-chemistry-2
in order to gain access toliquifyer
andangels-chemical-plant
to make all the recipes of this tech. Otherwise, no recipe is usable at time of research. Add dependence on a logistic science tech. Reasonable options:fluid-handling
,angels-advanced-chemistry-1
,angels-sulfur-processing-1
,automation-2
,logistic-science-pack
. If you addangels-sulfur-processing-1
, make sure that it is indeed logistic science tech (as per recommendadion). That option would provideliquid-sulfuric-acid
to makeethanol-to-ethylene-synthesis
usable at the time of research. -
[x] Tech:
bio-plastic-1
Requires: automation & logistic science packs
Depends on:plastics
,bio-fermentation
Building unlocks: none
Recipe unlocks: 5× recipes that form a production chain forliquid-plastic
Action: Add dependence onbio-nutrient-paste
got getgas-acetone
for the last step of the production chain. Ifbio-fermentation
will not depend onangels-sulfur-processing-1
, this tech should depend on it in order to unlock the stepliquid-acetate-mixture
in this production chain. Ifbio-nutrient-paste
will not depend ongas-processing
, this tech should depend on it in order to gain access to thegas-refinery-small
, thus ensuring thatgas-acetone
is accessible via biomass refining. -
[x] Tech:
bio-nutrient-paste
Requires: automation & logistic science packs
Depends on:bio-farm-1
Building unlocks:nutrient-extractor
Recipe unlocks: 6× nutrient pulp, 3× biomass refining
Action: Add dependence on a logistic science tech. Reasonable options:gas-refining
,fluid-handling
,automation-2
,logistic-science-pack
. The optiongas-refining
has the advantage that it automatically unlocks the biomass refining recipes, since those are made in agas-refinery-small
. -
[x] Tech:
bio-processing-paste
Requires: automation & logistic science packs
Depends on:chlorine-processing-1
,bio-processing-brown
,bio-nutrient-paste
Building unlocks: none
Recipe unlocks:paste-cellulose
Action: No action required. Optional: Although it is probably not a good idea, you could remove dependence onbio-nutrient-paste
. -
[x] Tech:
bio-arboretum-temperate-1
Requires: automation & logistic science packs +token-bio
Depends on:resins
,bio-fermentation
,bio-arboretum-1
Building unlocks: none
Recipe unlocks: production chain to makeliquid-resin
Loose ends:solid-resin
has no use. Action: Add dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
. Remove this technology, all its recipes, and all following technologies. -
[x] Tech:
bio-arboretum-temperate-2
Requires: automation & logistic science packs +token-bio
Depends on:bio-arboretum-temperate-1
,bio-farm-alien
Building unlocks: none
Recipe unlocks: higher tier production chain to makebio-resin
Loose ends:solid-resin
has no use. Action: Remove the dependence onbio-farm-alien
since already the prerequisite should depend on it. Remove this technology, all its recipes, and all following technologies. -
[x] Tech:
bio-arboretum-desert-1
Requires: automation & logistic science packs +token-bio
Depends on:rubbers
,bio-nutrient-paste
,bio-arboretum-1
Building unlocks: none
Recipe unlocks: production chain to makeliquid-rubber
Loose ends:solid-rubber
has no use. Action: Add dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
. Remove this technology, all its recipes, and all following technologies. -
[x] Tech:
bio-arboretum-desert-2
Requires: automation & logistic science packs +token-bio
Depends on:bio-arboretum-desert-1
,bio-farm-alien
Building unlocks: none
Recipe unlocks: higher tier production chain to makebio-rubber
Loose ends:solid-rubber
has no use. Action: Remove the dependence onbio-farm-alien
since already the prerequisite should depend on it. Remove this technology, all its recipes, and all following technologies. -
[x] Tech:
bio-arboretum-swamp-1
Requires: automation & logistic science packs +token-bio
Depends on:plastics
,bio-nutrient-paste
,bio-arboretum-1
Building unlocks: none
Recipe unlocks: production chain to makeliquid-plastic
Action: Add dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
. Remove this technology, all its recipes, and all following technologies. -
[x] Tech:
bio-arboretum-swamp-2
Requires: automation & logistic science packs +token-bio
Depends on:bio-arboretum-swamp-1
,bio-farm-alien
Building unlocks: none
Recipe unlocks: higher tier production chain to makebio-plastic
Action: Remove the dependence onbio-farm-alien
since already the prerequisite should depend on it. -
[x] Tech:
bio-refugium-fish-1
Requires: automation & logistic science packs
Depends on:water-treatment-3
,angels-advanced-chemistry-1
,bio-nutrient-paste
Building unlocks:bio-refugium-fish
Recipe unlocks:liquid-fish-atmosphere
, 4× fish petting
Action: No action required.
Optional: Add dependene onbio-processing-green
as it is a natural precursor technology. Change recipe forliquid-fish-atmosphere
to be made in a chemical plant and remove dependence onangels-advanced-chemistry-1
. -
[x] Tech:
bio-refugium-fish-2
Requires: automation & logistic science packs
Depends on:bio-refugium-butchery-1
,bio-refugium-fish-1
Building unlocks: none
Recipe unlocks: 4× fish breeding
Action: This tech depends onbio-refugium-fish-1
explicitly and indirectly viabio-refugium-butchery-1
. Remove explicit dependence. Ifbio-refugium-fish-1
will not depend onbio-processing-green
, this technology should depend on it. Thus all recipes are immediately unlocked at the time of research. -
[x] Tech:
bio-pressing-fish
Requires: automation & logistic science packs
Depends on:bio-refugium-fish-1
,bio-pressing
,bio-fermentation
Building unlocks: none
Recipe unlocks: 4× raw fish oil,fish-pulp-nutrients
, 2× fish oil filtration, 2× fish oil refining
Action: The first useful products from this processing chain isliquid-mineral-oil
from the fish oil filtration recipes. These recipes requirethermal-water
. Hence this tech should depend onthermal-water-extraction
. Otherwise, there is just dangling intermediate products available at time of research.
Optional: Maybe not the best idea but you could moveliquid-raw-fish-oil-filtering-2
from this tech toslag-processing-2
, since the recipe is not usable at this point. Sinceslag-processing-2
is chemical science tech, likelihood is high that player will research this tech earlier anyways. -
[x] Tech:
bio-processing-crystal-splinter-1
Requires: automation & logistic science packs
Depends on:bio-refugium-fish-1
,geode-processing-2
Building unlocks: none
Recipe unlocks: 6 recipes that form a production line for polished crystal splinter in three colors.
Action: No action required if one of the precursor technologies has aquired a dependency onautomation-2
. Otherwise, the final step in the production chain is not usable. -
[x] Tech:
modules
Requires: automation & logistic science packs
Depends on:advanced-electronics
Building unlocks: none
Recipe unlocks: none
Action: No action required.
Optional: Add dependence onbio-processing-crystal-splinter-1
. Thenspeed-module
,productivity-module
andeffectivity-module
can drop their individual dependence onbio-processing-crystal-splinter-1
. -
[x] Tech:
speed-module
Requires: automation & logistic science packs
Depends on:modules
,bio-processing-crystal-splinter-1
Building unlocks: none
Recipe unlocks:speed-module
Action: Ifmodules
will depend onbio-processing-crystal-splinter-1
, this tech need not depend on that anymore. -
[x] Tech:
productivity-module
Requires: automation & logistic science packs
Depends on:modules
,bio-processing-crystal-splinter-1
Building unlocks: none
Recipe unlocks:productivity-module
Action: Ifmodules
will depend onbio-processing-crystal-splinter-1
, this tech need not depend on that anymore. -
[x] Tech:
effectivity-module
Requires: automation & logistic science packs
Depends on:modules
,bio-processing-crystal-splinter-1
Building unlocks: none
Recipe unlocks:effectivity-module
Action: Ifmodules
will depend onbio-processing-crystal-splinter-1
, this tech need not depend on that anymore. -
[x] Tech:
angels-bio-yield-module
Requires: automation & logistic science packs +token-bio
Depends on:productivity-module
,effectivity-module
,gardens-2
Building unlocks: none
Recipe unlocks:angels-bio-yield-module
Action: Replace dependence ongardens-2
with dependence onbio-farm-alien
since that is the key technology to replicatetoken-bio
. -
[ ] Tech:
angels-vequipment-1
Requires: automation & logistic science packs
Depends on:logistic-science-pack
Building unlocks: none
Recipe unlocks:angels-burner-generator-vequip
Action: The vehicle burner generator can only be used in vehiles. All vehicles requireengine-units
as ingredients. It is only logical to make this tech depend onengine
, even though engine is not an ingredient in this recipe. Then, the explicit dependence onlogistic-science-pack
can be removed. -
[ ] Tech:
angels-crawler
Requires: automation & logistic science packs
Depends on:angels-vequipment-1
Building unlocks: none
Recipe unlocks:angels-crawler
Action: Ifangels-vequipment-1
will depend onengine
, no action is required. Otherwise, neithersteel
norengine-unit
is available. That case would render this tech useless at point or research.
Optional Add dependence onautomobilism
since that is the most natural precursor technology. -
[ ] Tech:
angels-ghosting-construction-robots
Requires: automation & logistic science packs
Depends on:robotics
(chemical science tech!)
Building unlocks: none
Recipe unlocks: none
Action: Following guideline 4, this tech should become chemical science tech. However, its only use is to enable ghosts upon destruction of entities. An alternative tech exists that does the same thing,angels-ghosting-angels-construction-robots
, which is a genuine logistic science technology (depends only onengine
). In fact, when one of the two techs is researched, the other will be force-researched. Furthermore, according to the previous recommendations, one or more of the prerequisites ofangels-ghosting-construction-robots
will already depend onengine
, thus making the sister technology available much earlier than this one and cheaper in price. This immediately raises the question whyangels-ghosting-construction-robots
exists. I recommend removing it.
A savefile to sync to for the mod configuration: Angelsmods Industry.zip
To make one thing clear: My personal opinion is that guideline 2 (requiring that every single tech has to unlock at least one usable recipe or bonus effect) is more important than to remove all dependencies down to one or none as guideline 1 would require.
Hence, I believe that most dependencies on steel should be kept. The only exception is water-treatment
that should only depend on electronics
.
On discord, the issue arose that when we remove all dependencies, too many technologies could be available at the start of the game. This can be easily avoided by making them depend on automation
. It is not clear why an engineer should be able to build an automatically running liquifyer or ore crusher/ore sorting facility while not being able to construct an automatically running assembling machine.
I think that ore-crushing
, basic-chemistry
, water-treatment
and angels-solder-smelting-basic
should all (directly or indirectly) depend on automation.
On a personal note, I believe making more technologies depend on logical precursor technologies (such as automation
or logistics
) is a reasonable way of giving the tech tree more logical structure. But this issue was mostly about missing or incorrect dependencies as objectively defined by the guidelines – which is why I left out most of my personal opinion from the above contemplations.
Some comments
-
Tech:
ore-crushing
Thanks for bringing it to my attention that some ores are unused, it's not only the tin, also the gold and a few others. I might plan to work them into some recipes, as it is too much to just disable those ores, This should be looked at outside of this PR, marking that one as 'done', even that no action is taken for now. -
Tech:
basic-chemistry
You can already manually crush and smelt to iron and copper, it doesn't make sence to depend onore-crushing
, as then things like automation should also depend on ore crushing. Instead, I let bothbasic-chemistry
andore-crushing
depend on automation. -
Tech:
angels-sulfur-processing-1
- I cannot turn it into a green science technology because of component mode, so i'll mark it as checked as I looked at it, even that I didn't do it...
- Instead, I moved the stuff to sulfur-2 and added the prerequisites there...
- Now sulfur-2 became too 'large', so I've split it in sulfur 2 and sulfur 3 (old sulfur 3 became sulfur 4), equivalently, sulfur 1 is now small...
-
Tech:
angels-metallurgy-1
I didn't want to add a prerequisite on ore-crushing, because depending on the configuration, the different ore sorting things unlock different ores, so it's not as easy to do so, instead, the metallurgy techs indicate the science level, while the individual ore types depend on their respective sorting technology. I did thoroughly look at the smelting tree while reworking it already. I'll mark this one as done -
Tech:
angels-solder-smelting-basic
andangels-tin-smelting-1
andangels-silicon-smelting-1
As mentioned with the tin, this should be integrated, but is outside this PR. Marking it as done -
Tech:
bio-paper-1
Same as before, require integration
I am happy that you looked at the concerns – even if you did not integrate all my suggestions. After all, some of my suggestions were contradicting, so no surprise that you cannot implement them all.
Once you finish the automation and logistic science techs listed here, I will take the dev
branch and continue with the other science packs and post part 2 as a separate issue.
The implemented changes to the automation science technologies are fine. I like your solution for sulfur-processing-1 much more than my own suggestion ^_^
@LovelySanta Also, I think you misunderstood my comment on basic-chemistry
. Your reply was
- Tech:
basic-chemistry
You can already manually crush and smelt to iron and copper, it doesn't make sence to depend onore-crushing
, as then things like automation should also depend on ore crushing. Instead, I let bothbasic-chemistry
andore-crushing
depend on automation.
But crushing by hand and smelting only gives iron-plate
and copper-plate
. The tech basic-chemistry
unlocks a recipe for catalyst-metal-red
which requires iron-ore
and copper-ore
. The earliest you can get either ore is via sorting, unlocked by ore-crushing
. But as I said in the OP, this was just an option. It's totally fine if you don't make basic-chemistry
depend on ore-crushing
. After all, there is some new recipes that are usable without it.
Making automation
depend on ore-crushing
would really not make any sense. None of the recipes from automation
require iron-ore
or copper-ore
. They do require plates, and those are available at the start.
Some more comments on initial post
-
Tech:
battery
I'll let it depend onangels-sulfur-processing-2
since that is now green science, and it unlocks the recipes to obtain sulfur dioxide other than from smelting, so this tech unlocks the loop. -
Tech:
explosives
Explosives require pure sulfur, so it should technically depend on water treatment 2, however I'll let it depend onangels-sulfur-processing-2
, which depend on water treatment 2.
Some more comments on initial post
-
Tech:
battery
I'll let it depend onangels-sulfur-processing-2
since that is now green science, and it unlocks the recipes to obtain sulfur dioxide other than from smelting, so this tech unlocks the loop. -
Tech:
explosives
Explosives require pure sulfur, so it should technically depend on water treatment 2, however I'll let it depend onangels-sulfur-processing-2
, which depend on water treatment 2.
I had another thought about angels-ghosting-angels-construction-robots
. How about the following?
- [ ] optional suggestion
Remove
angels-ghosting-construction-robots
. Makeangels-ghosting-angels-construction-robots
depend on engine, and makeangels-construction-robots
depend onangels-ghosting-angels-construction-robots
. Furthermore, make also the vanilla construction robots depend onangels-ghosting-angels-construction-robots
. Thus, you force everyone to research the ghosting before choosing for either construction robots, implementing some form of OR. Similar to the way liquid plastic→plastic bar is required for all the techs that unlock liquid plastic.
I double checked the automation techs. Is it normal that Exploration makes the gun-turret require an SMG, but the gun-turret tech does not depend on military?
i'll add the dependency
Any plans on bio-fermentation
and bio-refugium-hatchery
techs? They still don't include logistic science prerequisites…
Also the bio-token
s for the hatchery are somewhat out of place, as I wrote in the OP…
Hey, I noticed that puffer refugium and butchery 2 only require red and green science whereas they should require agricultural science since they depend on hatcheries.
Also, repair packs 4 and 5 only require red/green but depend on things that require blue/purple science.
Hey, I noticed that puffer refugium and butchery 2 only require red and green science whereas they should require agricultural science since they depend on hatcheries.
The fact that hatcheries require plant-life samples (internal name token-bio
) but their successive techs don't, was already reported in the OP of this very issue.
Also, repair packs 4 and 5 only require red/green but depend on things that require blue/purple science.
Those are from Bob's mods, and this was also already reported to bobingabout a couple weeks ago https://forums.factorio.com/viewtopic.php?p=518552#p518552 but bobingabout has not acted upon it yet
Sorry, I had only slightly skimmed the issue so should have paid more close attention. The main reason why I brought these up separately was because I thought this topic was about completely rearranging the tree, whereas these are relatively simple changes, I thought, that would make things more consistent at the moment.