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circuitprocessing's Issues

Add item group for circuits

Circuits should be under Angel's components if Angel's Industries is enabled. Else under Bob's components.

Upgrade Techs

Change module techs to not be upgrades. Else they are difficult to see in tech tree. Upgrade techs should be reserved for things like mining productivity and inserter capacity. Not techs that unlock new recipes.

Revert Fork Changes

This is going to be released as an official release of Circuit Processing, rather than a fork.

Restore migration files, mod description, mod author.

Possibly rename directory?

T0 Module (re)ballance

Didn't see an issue for this already, and you mentioned in a comment on Dosh's video:

It's on my list to try make the module tiers feel more unique. The first tier will probably get easier.

So I thought I would open this to track and allow a bit of discussion.


I personally have no explicit recommendations on recipe changes, just general vibes of when/where. Sort of like what DoshDoshington said that at least tier 0 should be far more usable. Vanilla factorio, and even BA runs with bob's modules has the first tier fairly usable. Sure most builds quickly want to use the best they can later, but even a few prod modules with +4% adds up, plus speed +20% (vanilla numbers) easily let players start using modules where the most critical/important with the downside being the cost of red circuits and power. SeaBlock runs I would think still have significant scaling challenges with respect to number of red circuits or total power at the time T0 modules unlock that merely consuming the red circuits and powering them is a significant roadblock itself.

Thus the idea of removing the need for crystals/gems for T0, at least. There may be reasons to make it even easier/less complex, but starting there makes sense to me. The step further would be to move the (Prod|Speed|Efficiency) Circuit Boards all "up" one level so that they are used in T1/T2/T3 vs T0/T1/T2, but I am unsure if this would be "too far", especially considering the efficiency modules would moot most of the power concerns.

It is also worth mentioning the T1 beacon which uses a Harmonic Crystal Splinter, I am actually unsure if this one should change at the same time or not. The idea being that modules-in-machines earlier is probably worth doing, but beacons as well are a whole new build type. I think beacons should start being used around T1/T2, but with the higher tier beacons should there also be a matching usage of the lower-tier beacon is an interesting question.

I know that I myself followed in Dosh's steps of not bothering with any modules until T3's because the complexity wasn't worth it vs building more and more elsewhere.


Proposed changes:

  • Remove need for Crystal Splinters from T0 modules
    • Potentially via removal of need for the (Prod|Speed|Efficiency) Circuit Boards for T0? This would move them all "up" one recipe to T1/T2/T3
  • Remove need for Harmonic Crystal Splinter from Beacon
  • Again, unsure on this one being done at all. There are pros/cons of this, and maybe there is a better balance/recipe change to encourage use that isn't to the point of "so easy every SeaBlock run now always rushes to T0 modules/beacons"

Update tech icons

Update icon for each T0 module tech. To match the updated vanilla style.

Scale prod module speed penalty

Currently all tiers of prod modules have -15% speed. Vanilla has recently changed to scale the speed penalty of prod modules.

T0: -5% speed, +4% productivity
T1: -8% speed, +6% productivity
T2: -12% speed, +10% productivity
T3: -15% speed, +12% productivity

Handle Agriculture Modules

Agriculture Module recipes should be changed to match changes to other modules.

No need for them to have dedicated component boards, use half half speed and productivity instead.

Add Agriculture Module 0.

Make sure it works with and without Bob's Modules.

Rename Circuits for consistency

Current naming:

  Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Primary Basic Circuit Board Electronic Circuit Advanced Circuit Processing Unit Advanced Processing Unit
Secondary   Basic Electronic Board Electronic Circuit Board Electronic Logic Board Electronic Processing Board
Tertiary     Circuit Board Superior Circuit Board Multi-layer Circuit Board

Proposed naming;

  Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Primary Basic Circuit Electronic Circuit Advanced Circuit Processing Unit Advanced Processing Unit
Secondary   Electronic Circuit Board Advanced Circuit Board Processing Board Advanced Processing Board
Tertiary     Advanced Circuit Substrate Processing Substrate Advanced Processing Substrate

Setting to add back OP Bob Modules

A setting that allows use of the normally overpowerd bob modules including god modules would be usefull for people who want to use the other parts of this mod to get the proper seablock experince while still having access to the higher module tiers/pure modules/god modules bobs modules normally adds without this mod.
Of course this setting can be disabled by default.
Alternatifly this mod could be split into 2 mods with one containg the changes to circuits and the other the changes to modules.

Integrate Brains

"Could you change the recipes of the robot brains so that they work the same way as the circuits?"

https://mods.factorio.com/mod/CircuitProcessing/discussion/5db4a287eeb539000bb1dc31

Recipe Option 1:

  • Module case
  • Circuits / processing units
  • Fish (if available)

Recipe Option 2:

  • Module case
  • Intermediate boards
  • Fish (if available)

Mech brain currently takes module cases. Other brains don't for some reason.
Option 1 would be making brains significantly more expensive.
Personal roboport control could also be changed.

Fish

If Angel's Bioprocessing mod us enabled, could also add fish to the brains recipes:

  • Santa Ray = Construction bots
  • Factorian Fish for Spidertron / extra bodies
  • Levac fish for Logistics bots
  • Durflorp jellyfish for Combat bots

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