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Bearing balls don't seem like a good reason to change rocket capacity. I can't imagine why they would ever be shipped. They will be made into bearings first surely? Are there many other examples? 🤔 |
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Not that I can think of. Other small items like wafers, electronic components, bullet components, and so on are all significantly larger. If you really want to remove the change to to_be_inserted_to_rocket_inventory_size in Plates' data-updates, then I suppose you can. But like I said, it doesn't really make a difference. |
KiwiHawk
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The weight changes look good! I'm not sure the reason behind the other changes.
No issues with changing the sodium item weights as this is unlikely to affect the balance of other mods. I've added these to the changelog.
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| data.raw.item["battery-equipment"].icon = "__bobequipment__/graphics/icons/technology/battery-equipment.png" | ||
| data.raw.item["battery-equipment"].icon_size = 64 | ||
| data.raw.item["battery-equipment"].stack_size = 50 |
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Why? If our battery equipment has a different stack size, we should be changing ours to match the base game.
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Could go either way. It's not like one needs that many personal batteries. Vehicle batteries, on the other hand, might be a different story. If playing with AAI remote controlled vehicles, then you would probably want quite a few. And the two types are meant to be the same actual size (they have the same energy capacity), so they should have the same stack size. Also, shrinking stack sizes on an item produces a slightly awkward effect where existing stockpiles will be over-sized. The game allows them to remain as they are without spilling or anything, but it's kinda weird. But if you're okay with that, either 20 or 50 would be fine. It's up to you.
| subgroup = "armor", | ||
| infinite = true, | ||
| order = "f[power-armor-mk3]", | ||
| order = "e[power-armor-mk3]", |
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This change puts Mech Armor at the end of the row. And, really, there's no need for them to have different initial letters in their order. These are items that very much go together, so having their orders be close makes sense.
| data.raw.item["electronic-circuit"].order = "a[circuits]-a[electronic-circuit]" | ||
| data.raw.item["advanced-circuit"].order = "a[circuits]-b[advanced-circuit]" | ||
| data.raw.item["processing-unit"].order = "a[circuits]-c[processing-unit-1]" | ||
| data.raw.item["processing-unit"].stack_size = 200 |
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Why change this? If Advanced Processing Unit is at 200, it should be reduced to match this.
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Because in Bob's, you need far, far more processing units than in vanilla. Also, Bob's Electronics has had processing units at stack size 200, and I feel better about having them be consistent, even though the MCI-only version of PUs and APUs obviously have very different recipes.
| fuel_value = "2MJ", --"4MJ", | ||
| fuel_emissions_multiplier = 0.9, | ||
| stack_size = 100, | ||
| stack_size = 200, |
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Once again, why? Space Age carbon has a stack size of 50!
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In vanilla, coal, like all ores, has a stack size of 50. Bob's increases that to 200. Carbon being a derivative of coal (1 coal to 2 carbon), it makes sense to give it a similarly large stack size (really, it should be 400, but except for really small items, I tend to prefer keeping things to 200 max).
| subgroup = "armor", | ||
| infinite = true, | ||
| order = "f[power-armor-mk3]", | ||
| order = "e[power-armor-mk3]", |
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Same as comments in bobequipment. This looks wrong.

Adds and updates weight values for what should be absolutely everything that needs them. Took much longer than I expected, because it's such a tedious task. Now every item should be able to be auto-launched in a rocket in (mostly) reasonable quantities that, importantly, are compatible with the item's stack_size - meaning, the rocket capacity is either a factor of the stack_size or a multiple of it, so you'll always end up with nice, clean full stacks on your space platform. This included assigned a specific weight value to some vanilla items that didn't have them, since the recipe-based calculation for weight has a real tendency to go off the rails when a recipe is heavily modified.
I increased the number of inventory slots on a rocket from 20 to 50. This should have negligible impact on gameplay, as it's gonna be pretty rare to both need and be able to fit 50 different items in a rocket, given their limited weight capacity. But there is now at least one item that you can actually fill an entire 50-slot rocket with - titanium bearing balls. Titanium being a light metal lets you fit 2000 plates into a rocket (up from 1000, which in vanilla is the standard for iron, copper, and so on), then dividing one up into 12 pieces means to fill a rocket you need 24000, increased to 25000 so the weight value is a clean 40 instead of 41.666666...
Also includes a few other adjustments like increasing the stack_size of salt and salt-related compounds to 200.