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[BUG] Bob Warfare with Angel components and science

Open Firerazer opened this issue 3 years ago • 4 comments

I play all Angel (excluded exploration, I have NEE), components and science mode, with bob warfare to control biters, and there is multiple issues:

  • turrets tier (gun, sniper, laser, plasma...) does not have material variability with the tier increase, the most "problematic" being plasma that still require batteries 1 to update, with T5 requirering only 48 T1 batteries... Same apply for vehicle and personal equipment
  • laser rifle have special tiered ammo, and these ammo normally use with bob ruby, sapphire etc to craft. Here, just add some T1 batteries and you can have the last tier of laser rifle ammo
  • when you add Angel Exploration mod : laser turrets require laser rifle. Laser turrets are green analysers, laser riffle is blue analysers. So laser turrets are pushed back quite a lot, making biter control tedious. May be that some others are the same, but I do not play with exploration, this have been reported to me by a friend playing with it and bob warfare.

there is also other parts being impacted, particularly on the equipment part. I do not have them all unlocked yet, so I cannot really report on them now

Firerazer avatar Apr 24 '21 14:04 Firerazer

Yes I ran into this issue. I'm in blue science and still can't make any laser turrets. I'm the friend that reported the laser rifle issue.

spectreGIT avatar May 28 '21 10:05 spectreGIT

This is actually cause by a slight "trip-up" in the way that bobs works... the quick fix if you are playing with that mode... is to add bobplates to the mod list, otherwise bobs recipes will be based on purely vanilla materials.

Pezzawinkle avatar Jul 04 '21 03:07 Pezzawinkle

The laser weapons unlocks may need a look-in though

Pezzawinkle avatar Jul 04 '21 03:07 Pezzawinkle

Also, military science requires waaaaay more stone in component mode than seems reasonable (but without science overhaul)

empZealoth avatar Dec 30 '21 16:12 empZealoth