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Description
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-7depends onspace-science-pack. The latter requires production science packs, butphysical-projectile-damage-7does 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
-
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-processingshould 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-lampis craftable. However, I highly recommend adding a dependency onsteel-processingin 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. -
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-processingshould be removed. However, guideline 2 requires to keep it since every single new building requiressteel.
I recommend keeping the dependency onore-crushingas it is a natural precursor. But, strictly speaking, guideline 1 requires to remove the dependency onore-crushingin order to minimize prerequisites. -
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-processingshould be removed. Guideline 2 requires to keep it.
I recommend replacing the dependency onsteelwith a dependency onore-silos(if enabled), since these are the logical precursors to warehouses. -
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-processingshould be removed.
I recommend keeping the dependency onelectronics, but strictly speaking, guideline 1 requires to remove it. -
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-treatmentlooses its dependence onsteel-processing, this technology should depend onsteel-processingexplicitly. Otherwise, not a single recipe is usable, violating guideline 2. -
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-orefromangelsore6-crushed-processingis a loose end. Seeangels-tin-smelting-1.\
Action:
Get rid of loose ends. -
-
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-crushingto get access toiron-oreandcopper-oreforcatalyst-metal-red.
In a way, it is also more natural to have Angel's Petrochem techs depend on Angel's Refining techs. -
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.- I recommend keeping the dependency on
electronics, but strictly speaking, guideline 1 requires to remove it.\ - Recipe
water-separationuseswater-purifiedas an ingredient. But there is no genuine source ofwater-purifiedyet. The recipes of this tech that do producewater-purifieddo so more as a by-product or from ingredients this recipe tries to produce.
If no dependency onwater-treatmentis added, this recipe will only serve to take care of the by-productwater-purifiedbut not to producegas-oxygenas a dedicated process.\ - All other recipes are made in a chemplant unlocked by this very tech. The
angels-chemical-plantrequiressteel. As of now,steel-processingis a dependency. In light of guideline 1, this dependency should be removed.
However, I advice against it. Removingsteel-processingturns 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 ifsteelis not available. This would violate guideline 2.\ - Recipe
solid-calcium-chloriderequiresgas-hydrogen-chloride, but the latter is unlocked only later bychlorine-processing-1.
I recommend moving the recipesolid-calcium-chloridetochlorine-processing-1orchlorine-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.
- I recommend keeping the dependency on
-
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-chemistrybecause 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-pumpwhich is only unlocked byfluid-handling. Maybe change the tech icon. Have it show some vales maybe … -
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
sulfurin the tech tree. This is not one of them.
The main issue is: looking at this tech alone, recipesolid-sulfurappears to be a reasonable source forsulfurto makeliquid-sulfuric-acid. But it is not.
The recipesolid-sulfurrequiresgas-hydrogen-sulfideas an ingredient. But that is only available much later, either fromangels-oil-processing/gas-processingandsulfur-processing-2(logistic science techs) or fromangels-coal-cracking(blue science). The earliest source (tech-tree wise) ofsulfuris thegas-sulfur-dioxidefromangels-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 ofsulfurmost people use early on is fromcoal-processing-2viawater-treatment-2(logistic science techs). Another (less reliable) source is fromoil-gas-extraction. Whichever way you turn it,angels-sulfur-processing-1is not genuinely a technology for automation science only. - All recipes unlocked by this tech are made in an
angels-chemical-plantor better. That one requiressteel. If the dependence onsteel-processingis removed frombasic-chemistry-2, this tech will effectively unlock nothing withoutsteel-processing, thus violating guideline 2.
My recommendations:
- Move the recipe
solid-sulfurfromangels-sulfur-processing-1toangels-sulfur-processing-2. - Turn this into a logistic science technology.
- Add a dependency on
water-treatment-2, which already depends onore-floatationandoil-gas-extraction.
Therefore, players will have a good source ofwater-yellow-wasteand thussulfur. This would also incorporate a dependency onsteel-processing, making every single recipe available.
Even ifore-floatationlooses its dependency onoil-gas-extraction(see below),ore-floatationis still a good early source forwater-yellow-waste.
- There are many different sources for
-
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-processingshould remain a prerequisite. Otherwise, this technology unlocks nothing, violating guideline 2.
Optional:
Add a dependency onore-crushingbecause is the most logical precursor technology. Furthermore, all but one of the techs that depend onangels-metallurgy-1already depend onore-crushing. Consequently, those individual dependencies can be removed, simplifying the tech tree. -
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-solderhas no use in this mod configuration, renderingangels-solder-mixtureuseless, too.
Action:
Either remove all solder related items, fluids and technologies
OR
Integrate solder into existing recipes. Example: Makeangels-solderan ingredient inadvanced-circuit. In this case,advanced-electronicsshould depend onangels-solder-smelting-basic. -
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-tinhas no use.- If
angels-solderremains a loose end,angels-plate-tinandliquid-molten-tinhave no use either. - If
angels-plate-titaniumremains a loose end,ingot-tinhas no use either.\
Then, this entire technology would have no use.
Action:
- If
angels-metallurgy-1gains 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-tininto existing recipes. Example:angels-wire-tinas ingredient inadvanced-circuitor forred-wire/green-wire.
-
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-ingotsfromsilicon-ore-smelting. It is used for advanced versions of iron and steel smelting. All other recipes are loose ends.
Action:- If
angels-metallurgy-1gains 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-1in that case.
Optional:
Incorporateangels-silicon-waferinto existing recipes, rather than stripping this tech clean.
- If
-
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-1gains a dependency onore-crushing, the latter can be removed as a dependency. -
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-1gains a dependency onore-crushing, the latter can be removed as a dependency. -
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-1gains a dependency onore-crushing, the latter can be removed as a dependency. -
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-1gains a dependency onore-crushing, the latter can be removed as a dependency. -
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-processingwould 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-lithiumhas no use in this mod configuration.
Action: Remove recipealgae-brown-burning. -
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-paperhas no use in this mod configuration.
Action:
Remove recipepaper-bleaching-1since paper has no use.
Also remove all higher tierpaper-bleachingrecipes from the subsequent technologies.
Logistic Science Technologies
-
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-crushingto getiron-orefor the recipeconcrete. Otherwise, no new recipe is available, violating guideline 2. -
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-1becomes 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. -
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-1becomes 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. -
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. -
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-controlwith dependency on vanilla'sfluid-handlingsince this is the most reasonable precursor technology, unlocking regularstorage-tanksof an intermediate size.
Alternatively, add explicit dependency on a different logistic science tech. Reasonable options:oil-gas-extraction,logistic-science-pack. -
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-orefromslag-processing-2is a loose end at the moment.
Action:
Currently, not a single recipe is usable.- The two recipes to make
slag-slurryrequireliquid-sulfuric-acidwhich 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-1to getangels-clay-bricks. - As per previous recommendations, this tech will indirectly depend on
steel-processing. If this does not happen, neither thefiter-framenor the new buildings will be accessible. Thus rendering only the twoslag-slurryrecipes available. If that is undesirable, add a dependency onsteel-processing.
- The two recipes to make
-
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-1already depends onslag-processing-1. As per recommendations, this tech will depend indirectly on bothsteel-processingandangels-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. -
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-2will not keep dependency onsteel-processing, addsteel-processingas a prerequisite to getsteelforangels-electrode. - Add dependence on
angels-coal-processingto getsolid-carbonforangels-electrodes. - Add dependence on a logistic science tech. Reasonable options:
automation-2,fluid-handling,water-treatment-2,logistic-science-pack. - If
basic-chemistry-2will not gain a dependency onwater-treatmentand if none of its new prerequisites depend onwater-treatment,basic-chemistry-3should depend on it. Otherwise, there is no source forwater-purified.
- If
-
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-processingvia 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-processingwould violate guideline 2.
Optional:
Replace dependence onbasic-chemistrywith dependence onangels-coal-processing-1, since that is a more natural precursor technology.
- Add explicit dependency on a logistic science tech. Reasonable options:
-
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-1to getsoild-cokefor the solid fuel recipes, ifoil-gas-extractionwill not depend on it.
OR
Move both solid fuel recipes to the techflammables.
Optional:
Add dependence onfluid-handling, since thestorage-tankis the most natural precursor item for theangels-storage-tank-2, at least if you don't addfluid-handlingtooil-gas-extraction. -
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-1to getsoild-cokefor the solid fuel recipe, ifoil-gas-extractionwill not depend on it.
OR
Move solid fuel recipe to the techflammables.
Optional:
Add dependence onfluid-handling, since thestorage-tankis the most natural precursor item for theangels-storage-tank-1, at least if you don't addfluid-handlingtooil-gas-extraction. -
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-methanefromgas-processingto this tech. If you do that, this tech should also depend onangels-coal-processing-1to makesolid-cokeavailable. -
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-oreandgold-orehave no use in this mod configuration.
Action:- Add dependence on
water-treatmentto getwater-purifiedfor flotation recipes.\ - Add dependence on
angels-stone-smelting-1to getangels-clay-brickforore-floatation-cell. Otherwise none of the new recipes are usable, violating guideline 2. - Remove
tin-oreproduct fromangelsore3-chunk-processingandangelsore6-chunk-processing. - Remove
gold-oreproduct fromangelsore5-chunk-processing.
Optional:
Rationale for dependency onangels-oil-processingis unclear. Maybe replace dependency onangels-oil-processingwith 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
-
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-floatationwith 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. -
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-floatationto getsilver-oreandbauxite-oreforcatalyst-metal-green, because every new recipe requires this catalyst. -
Tech:
angels-sulfur-processing-2(no longer exists in this form ondevbranch)
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-orerequired for the recipeliquid-hydrofluoric-acidunlocked by this tech, making four recipes usable.
Move recipesolid-sulfurfromangels-sulfur-processing-1to 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-packor similar.
Optional:
Add dependency onangels-advanced-chemistry-1to get access to theadvanced-chemical-plantwhich is required for the recipegas-acid-catalystunlocked by this tech, making the last recipe usable. -
Tech:
angels-sulfur-processing-3(devbranch)
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-processingto get access togas-acid, which makes all recipes in this tech useful at the time of research. -
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. -
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-1will depend onangels-sulfur-processing-1as per recommendation, no action is required. Otherwise, this tech should depend onangels-sulfur-processing-1. -
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 (?) -
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-2will depend onwater-treatmentas per recommendation, this tech should not depend on
water-treatmentexplicitly again.
Optional:
Add dependency onore-crushingto getiron-oreandcopper-orefor the chloride solutions.
I do not recommend it, but you could also replace dependence ongas-processingwith more generic dependence onfluid-handling. The current dependence only enables one of 6 recipes and delays availability of this tech. -
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-1to getsodium-hydroxideforcoke-purification-2.
Add dependence onangels-nitrogen-processing-1to getgas-nitrogenforcoke-purification-2.
OR
Add dependence onwater-treatmentto getwater-purifiedforcarbon-separation-1andsoldi-coke-sulfur.
Note thatangels-nitrogen-processing-1would pull in an indirect dependence onwater-treatmentalready, and thus a redundant dependence would be undesirable.
Optional:
Remove dependence onangels-advanced-chemistry-1ifchlorine-processing-1becomes new prerequisite.
This is still logistic science tech, so the positioning in the tech tree will not dramatically change. -
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-propeneforgas-allylchloridwhich 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. -
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-chloridecannot be used as an ingredient for anthing is this mod configuration. Remove from this tech.
OR
Addchlorine-processing-1as a dependency to providegas-hydrogen-chlorideforgas-ammonium-chloride.
However, in this case it remains unclear whygas-ammonium-chlorideshould remain craftable in this mod configuration. -
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-butadienewhich 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. -
Tech:
plastics
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks: none
Recipe unlocks:solid-plastic
Action:
Add dependency onautomation-2to get access to theassembling-machine-2to 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. -
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-plasticfrom this tech, as it is already unlocked byplastics, which is a direct prerequisite.
Add dependency that providesgas-propeneforliquid-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). -
Tech:
resins
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks: none
Recipe unlocks:solid-resin
Loose ends:solid-resinhas no use.
Action:
Add dependence onautomation-2to get access to theassembling-machine-2to 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-2depends 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. -
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-resinhas no use, thereforeliquid-resinhas no use either.
Action:
The recipesolid-resinshould be removed from this tech since it is already unlocked byresins.
Furthermore, the dependence onangels-advanced-chemistry-1is reduntant sinceangels-nitrogen-processing-2already depends on that.
Resin has no use in this mod configuration. This tech should be removed. -
Tech:
rubbers
Requires: automation & logistic science packs
Depends on:angels-oil-processing
Building unlocks: none
Recipe unlocks:solid-rubber
Loose ends:solid-rubberhas no use.
Action:
Add dependence onautomation-2to get access to theassembling-machine-2to 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. -
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-rubberhas no use, thereforeliquid-rubberhas no use either.
Action:
The recipesolid-rubbershould be removed from this tech since it is already unlocked byrubbers.
Furthermore, the rationale for dependence ongas-steam-cracking-1is unclear. Maybe remove this dependency(?)
Rubber has no use in this mod configuration. This tech should be removed. -
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. -
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-butanesince its primary productgas-butadieneis only used for rubber.
OR
Add dependency onangels-advanced-chemistry-1to providecatalyst-metal-greenfor 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. -
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-catalystsince its only use is rubber.
Remove recipeliquid-ethylbenzene-catalystsince it only leads to styrene which only leads to rubber.
Optional:
Change recipes forangels-chemical-plant-2andoil-refinery-2to useadvanced-circuitinstead 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-2to requireconcrete-bricksinceoil-refinery-1requiresstone-brick.
Why do none of theangels-chemical-plantrequire 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 … -
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. -
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-2as a (direct or indirect) prerequisite foroil-gas-extraction, you have to add the dependency onautomation-2here in order to unlock theassembling-machine-2which is required for recipemilling-drum.
This furthermore incorporates the requirement forsteel-processingwhich is required formilling-drum, too. -
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. -
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-oreis not required for any metal catalysts.
angels-wire-goldis not required for any circuits.
gold-plateis not required for any circuits nor modules.
Action:
Ifangels-metallurgy-2gains dependence onore-floatation, this tech should not depend on it again.
All appearances of gold should be removed from this modpack combination, starting fromore-floatationvia crystallization
fromslag-processing-2all the way toangels-gold-smelting-3.
OR
Integrate gold into some recipes that exist in this mod combinaiton. Examples:angels-wire-goldforprocessing-units. -
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-2gains dependence onore-floatation, this tech should not depend on it again. -
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-2gains dependence onore-floatation, this tech should not depend on it again. -
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-aluminiumand henceliquid-molten-aluminiumhave no use in this mod config.ingot-aluminiumhas only limited use viaangels-silicon-smelting-3to makeingot-siliconfor either advanced iron or steel smelting.
Action:
Ifangels-metallurgy-2gains dependence onore-floatation, this tech should not depend on it again.
Remove recipesmolten-aluminium-smelting-1andangels-plate-aluminiumsince they are loose ends.
Not sure if the semi-exotic use ofingot-aluminiumforingot-siliconfor advanced iron and steel smelting should remain a thing. Feels like that's a convoluted way of doing a whole lot of not much. -
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-solderremains a loose end, the only use for silver is as an ore for metal catalysts.
Action:
Ifangels-metallurgy-2gains 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. -
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-2gains additional prerequisites that delay this tech to an undesirable degree, then replace the dependence onangels-metallurgy-2with a dependence onadvanced-material-processingor similar logistic science tech. -
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-2gains dependence onore-floatation, this tech should not depend on it again. -
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-nickelonly leads toangels-plate-tungstenwhich is useless in this mod configuration.
Action:
Remove the recipepowder-nickelfrom this tech. -
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-2has 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. -
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 noquartzforcement-mixture-1to kickstart this entire production chain.
Remove dependence onresins. In this mod configuration, it is unclear why the depnendence exists in the first place. -
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-2explicitly 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 (?) -
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-fiberhas 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. -
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-solderhas no use in this mod configuration.
Action:
Remove this tech and all its recipes, as well as all following techs and recipes. -
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-tinandanegls-wire-tinhave no use in this mod configuration.
Action:
This tech depends onstrand-casting-1explicitly and indirectly viaangels-copper-smelting-2. Remove explicit dependence.
This tech depends onore-processing-1explicitly 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. -
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-processingwith dependence onangels-coal-processing-2. However, this would delay renewable carbon quite considerable. -
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-2orautomation-2if its prerequisite does not depend on it yet. Those are reasonable precursor techs. -
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-paperhas no use.
Action:
Remove recipepaper-bleaching-2.
Add dependence onangels-sulfur-processing-1to getgas-sulfur-dioxideforliquid-pulping-liquor.
Optional:
Add dependence onchlorine-processing-1to getsolid-sodium-hydroxideforbrown-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-biofrom this tech
OR
Addtoken-bioto all subsequent technologies. Although this would be a drastic change and most likely not desirable. -
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-2from this tech toslag-processing-2, since the recipe is not usable at this point.
Sinceslag-processing-2is 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-2in order to gain access toliquifyerandangels-chemical-plantto 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-acidto makeethanol-to-ethylene-synthesisusable at the time of research. -
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-pastegot getgas-acetonefor the last step of the production chain.
Ifbio-fermentationwill not depend onangels-sulfur-processing-1, this tech should depend on it in order to unlock the stepliquid-acetate-mixturein this production chain.
Ifbio-nutrient-pastewill not depend ongas-processing, this tech should depend on it in order to gain access to thegas-refinery-small, thus ensuring thatgas-acetoneis accessible via biomass refining. -
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-refininghas the advantage that it automatically unlocks the biomass refining recipes, since those are made in agas-refinery-small. -
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. -
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-resinhas no use.
Action:
Add dependence onbio-farm-aliensince that is the key technology to replicatetoken-bio.
Remove this technology, all its recipes, and all following technologies. -
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-resinhas no use.
Action:
Remove the dependence onbio-farm-aliensince already the prerequisite should depend on it.
Remove this technology, all its recipes, and all following technologies. -
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-rubberhas no use.
Action:
Add dependence onbio-farm-aliensince that is the key technology to replicatetoken-bio.
Remove this technology, all its recipes, and all following technologies. -
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-rubberhas no use.
Action:
Remove the dependence onbio-farm-aliensince already the prerequisite should depend on it.
Remove this technology, all its recipes, and all following technologies. -
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-aliensince that is the key technology to replicatetoken-bio.
Remove this technology, all its recipes, and all following technologies. -
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-aliensince already the prerequisite should depend on it. -
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-greenas it is a natural precursor technology.
Change recipe forliquid-fish-atmosphereto be made in a chemical plant and remove dependence onangels-advanced-chemistry-1. -
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-1explicitly and indirectly viabio-refugium-butchery-1. Remove explicit dependence.
Ifbio-refugium-fish-1will not depend onbio-processing-green, this technology should depend on it. Thus all recipes are immediately unlocked at the time of research. -
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-oilfrom 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-2from this tech toslag-processing-2, since the recipe is not usable at this point.
Sinceslag-processing-2is chemical science tech, likelihood is high that player will research this tech earlier anyways. -
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. -
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-moduleandeffectivity-modulecan drop their individual dependence onbio-processing-crystal-splinter-1. -
Tech:
speed-module
Requires: automation & logistic science packs
Depends on:modules,bio-processing-crystal-splinter-1
Building unlocks: none
Recipe unlocks:speed-module
Action:
Ifmoduleswill depend onbio-processing-crystal-splinter-1, this tech need not depend on that anymore. -
Tech:
productivity-module
Requires: automation & logistic science packs
Depends on:modules,bio-processing-crystal-splinter-1
Building unlocks: none
Recipe unlocks:productivity-module
Action:
Ifmoduleswill depend onbio-processing-crystal-splinter-1, this tech need not depend on that anymore. -
Tech:
effectivity-module
Requires: automation & logistic science packs
Depends on:modules,bio-processing-crystal-splinter-1
Building unlocks: none
Recipe unlocks:effectivity-module
Action:
Ifmoduleswill depend onbio-processing-crystal-splinter-1, this tech need not depend on that anymore. -
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-2with dependence onbio-farm-aliensince 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-unitsas 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-packcan 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-1will depend onengine, no action is required. Otherwise, neithersteelnorengine-unitis available. That case would render this tech useless at point or research.
Optional
Add dependence onautomobilismsince 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-robotswill 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-robotsexists. I recommend removing it.