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Burner phase 2.0 #263
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Burner phase 2.0 #263
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Add locale for new tech, remove redundant or outdated locales.
Add new burner lab tech, adjust prereqs, remove redundant recipe disabling.
Since repair pack 1 now has its own vanilla tech, this pushes the remaining repair packs down the tree by one science pack. Repair pack 2 was also previously one of only a handful of steel techs that did not require SP2, so this is also more consistent in that regard.
Since electric mining drills now have their own vanilla tech, this pushes the remaining drills down the tree by one science pack. Area drill 1 was also previously one of only a handful of steel techs that did not require SP2, so this is also more consistent in that regard.
Since electric mining drills now have their own vanilla tech, this pushes the remaining drills down the tree by one science pack. Bob drill 1 was also previously one of only a handful of steel techs that did not require SP2, so this is also more consistent in that regard.
Revise pumpjack tech numbering. Change pumpjack 2 recipe to have red circuits so that there is any kind of separation between its recipe and pumpjack 1's recipe.
Qatavin
added
enhancement
New feature or request
Bob's Tech
Factorio 2.0
Changes that depend on Factorio 2.0
labels
Dec 19, 2024
Labs can't require yellow belts when yellow belts require science packs to unlock
T1 and T2 pumpjack were both being unlocked at green science
- Removed tech Basic Automation - Burner Assembling Machine should be unlocked from the start - Steam Assembling Machine should be unlocked with Steam Power tech - Move tech prototype creation from data-updates stage to data stage - bobtech mod was creating "bob-steam-engine-1" in technology-updates.lua - Remove technology "steam-automation" - Make Basic Logistics a trigger tech - 10 iron gear wheels -
This has caused a lot of confusion when discussing progression. It' much easier if people all mean the same thing when they are talking about red science!
… disabled with AAI
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This is the update to Tech's burner phase that should close #256. Or, that's mostly what it is. I ended up doing a hodgepodge of other modifications as well, because they happened to be related.
The burner tech tree ended up slightly different that expected. Turns out, unlocking techs by mining entities can't be done with a "count" - they always unlock when a single thing is mined. Not what I'd consider ideal for the burner phase. I consider it important to separate things out a bit. So, that nixed the idea of using wood or coal as an unlock. But other than that, things worked basically as I originally laid them out. A single new tech for the burner lab was added, but it only appears if Plates is active. Steam engine 1 (and also steel) has been moved to SP2, and as expected, this made the burner phase last a satisfactory amount of time when I tested it. Steam science pack has been totally removed.
In addition to putting steel behind SP2, I also took all the techs that require steel but don't have SP2 and gave them the same treatment. In the case of mining drills and pumpjacks, I also went down the line and added a science pack to each of them. They now match similar lines of techs in this regard (only Bob's Mining was different about this). Note that I also took the liberty of doing some renaming to make things less confusing. Now, mining drill 2 is on bob-drills-2 instead of bob-drills 1, for example.
While I was doing that, I also made a small adjustment to oil pumpjack 2's recipe, so that it now uses red circuits instead of green/yellow. Otherwise, it uses nothing but steel, so there is no separation whatsoever between it and pumpjack 1.
I went ahead removed the lines that made electric labs and SP2 use gray belts instead of yellow belts, in order to reintroduce tin to SP2's recipe.
Bob's Tech now has the necessary files for the burner generator, in case Bob's Power isn't being used. It's a necessity with the steam engine having been pushed back as far as it is.
I also added the new perceived_performance parameter to both iterations of the burner generator. For a moment, I was worried this was an update that I hadn't been noticing was required, but it turns out only the burner generator needed it. All other entities that use it rely on prototype copying, so they were updated automatically.