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Tungsten Space Age compatibility#579

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KiwiHawk merged 14 commits into
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tungsten-space-age
May 9, 2026
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Tungsten Space Age compatibility#579
KiwiHawk merged 14 commits into
devfrom
tungsten-space-age

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@KiwiHawk
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@KiwiHawk KiwiHawk commented May 2, 2026

  • Rename bob-tungsten-ore to tungsten-ore
  • Rename bob-tungsten-plate to tungsten-plate
  • Rename bob-tungsten-carbide to tungsten-carbide
  • Update migrations
  • Remove tungsten carbide 2 recipe
  • Make tungsten carbide recipe take powdered tungsten, not tungsten oxide
  • With Space Age:
    • Prevent Heat Shield Tiles and Rocket Parts from needing Tungsten
    • Remove Production science pack from Heat Shield Tiles
    • Prevent Rocket Silo from needing Nitinol
    • Use Titanium for Rocket Parts and Rocket Silo instead
    • Add Space and Metallurgic science to Tungsten processing and Tungsten alloy processing
    • Move recipes from Tungsten processing to Tungsten carbide
      • Tungstic acid
      • Tungsten oxide
      • Powdered tungsten
    • Make recipes use Powdered tungsten instead of Tungsten ore
      • Tungsten carbide
      • Tungsten plate
    • Make Copper tungsten use molten copper instead of Copper plate
    • Make Copper tungsten use Foundry
    • Removed Tungsten ore from Nauvis (migration)

This PR is an alternative to #575

Rocket Silo now no long requires Purple science prerequisites.

image

@Qatavin
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Qatavin commented May 4, 2026

My biggest problem with this approach is how it splits tier 4. Most of tier 4 remains on Nauvis, with only the tungsten part split off onto Vulcanus. It doesn't feel right to have part of the tier delayed like that. Here are some more specific issues that I see with this.

  • Using Utility Sci to do the split between tier 4 (Tungsten) and tier 5 (Tungsten Alloys) doesn't really work well in Space Age. I mean, it's not particularly great in non-Space-Age either, but here, it'd be better to have a more solid gap. Sure, you can go to space before setting up that science packs, but doing so is an achievement for a reason. It's not the typical approach. You'd almost always want to Util Sci for Uranium Ammo and Atomic Bomb first, if nothing else. Damage upgrades, certainly. And it'd be such an inconvenience to have to wait on key techs like Overgrowth Soil, Advanced Asteroid Processing, and Epic Quality.

  • It seems strange to have Tungsten Carbide treated as a higher-tier material when it is unlocked first. That's why in my version I combined the three Tungsten materials into a single tier, treating them as side-grades with different purposes.

  • In particular, the upgrade for Electric Furnaces feels too late. Getting those extra two module slots is a bonus I really hate to delay. By the time you get to space, you can have five module slots on Assembling Machines and Chemical Plants.

  • I don't like the simplification of Rocket Part sub-recipes. Plastic on Heat Shield Tiles? That hardly seems fitting, and Plastic is already used in Low Density Structures.

And I really don't think dividing the rest of tier 4 among the other planets would work well either.

  • If Titanium is moved to another planet, the LDS recipe would, I guess, go back to using Steel? Or perhaps replace it with Copper so the recipe would be Plastic(5)-Copper(2)-Aluminium(20). In any case, that feels too basic.

  • And Silicon Nitride doesn't make sense to lock behind another planet at all.

In short, I introduced Chromium and Stainless Steel because they solve most of these issues quite handily. They keep tier 4 all on Nauvis, and Stainless Steel, which is used in high-temperature applications, is an accurate lower-tier substitute for Tungsten. The preferred recipe, with Sodium Carbonate, even has Calcium Chloride as a byproduct (through Ammonium Chloride Reprocessing) the same as Tungstic Acid, in order to reduce the cost of making Titanium in the same way.

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KiwiHawk commented May 8, 2026

Bob's has a ton of different materials. Probably too many. I don't think we need to be adding any additional. Most of Bob's materials become available quite early game. Out of the 24 materials I list below, 18 are available before the end of green science! A full 75%.

The tables I have compiled here are for a regular Bob's game, without Space Age.

Icon Science Pack Tier
science-pack-1 Automation 1
science-pack-2 Logistic 2
military-science-pack Military 2.5
science-pack-3 Chemical 3
gold-science-pack Gold 3
logistic-science-pack Transport 4
production-science-pack Purple 4
utility-science-pack Utility 5
space-science-pack Space 6
Material Unlocked First Used Notes
Copper 0 1
Glass 0 1
Iron 0 1
Lead 0 1
Tin 0 1
Bronze 1 2
Nickel 1 2
Steel 1 2 Technically at T1 for Heavy Armor
Invar 2 2 Should be T3. Used by some T2 techs that look like they should be T3
Silver 2 2
Zinc 2 2
Gunmetal 2 2.5
Aluminium 2 3
Brass 2 3
Cobalt Steel 2 3
Lithium 2 3
Gold 2 4
Cobalt 2 Not used for anything except cobalt steel
Silicon Nitride 3 4
Titanium 3 4 Mostly used for T4. Used by T3 trains, turrets, and LDS
Tungsten 3 4
Nitinol 4 4 Mostly used for T5
Tungsten Carbide 4 4 Mostly used for T5. Used by Heat shielding tile and Mech armor plate at T4.
Copper Tungsten 4 5

There is definitely space to push some of these materials later in the tech tree. I think that this might address most of your concerns. Can we try work on a tier table? Here is one suggestion. Feel free to suggest additional categories.

Tier Construction Secondary Gears Bearings Electronics Military
1 Iron Iron Copper Lead
2 Steel Bronze Steel Steel Tin Gunmetal
3 Aluminium Brass/Cobalt Cobalt Silver Invar
4 Titanium Titanium Titanium/Ceramic Gold
5 Tungsten Tungsten/Nitinol Nitinol

I do see this tungsten fix as just one more step towards Space Age integration, not the full way there. Moving Advanced Processing Units to Fulgora would make sense to me for example, but that is a discussion for another day.

@KiwiHawk KiwiHawk mentioned this pull request May 8, 2026
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KiwiHawk commented May 8, 2026

  • Tungsten and Tungsten alloys are now the same tier (T5)
  • T4 no longer requires Tungsten
  • Heat shielding tiles no longer require plastic (Titanium instead)
  • I have never considered moving Titanium away from Nauvis

I think this addresses all the issues you raised @Qatavin . Do you have any outstanding concerns?

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Qatavin commented May 8, 2026

At the very least, Heat Shield Tiles should use Invar instead of Titanium.

I never suggested moving Tungsten to T5 in non-Space Age, and I emphatically do not think it's a good idea to do so. At least, not if that's the only material change. T4 was already way too Titanium-dominant. And where T3 has Aluminium, Brass, Cobalt Steel, Invar, and Plastic, T4 only had Titanium, Tungsten, and Ceramic. Removing one of those three is going in the wrong direction in terms of complexity. The intention of adding Chromite to the game is not to increase the number of materials, but rather to keep them the same.

Furthermore, by increasing demand for Titanium and Ceramic, you're going to upset the chlorine-sodium balance in a big way. Even more so in Space Age where you've got Tungsten moved to another planet entirely, making its Calcium Chloride byproduct inconvenient to rely on. Yes, we have the Sodium Hydroxide sink now, but I like that as an emergency outlet, not a "you must make large-scale use of this because we balanced things poorly." That, incidentally, is another way that Chromite fits into Tungsten's spot nicely. It uses Sodium Carbonate, and when you make that, you get an Ammonium Chloride byproduct which is reprocessed into Calcium Chloride.

Rather than the above table, I tend to think of materials in Bob's like this:

Tier Structural Resilient (tools) Low-density Low-friction Heat resistant Corrosion resistant
1 Iron Iron Tin Tin Stone Copper/Glass
2 Steel Steel Bronze Bronze Steel Glass
3 Aluminium \ Cobalt Steel Cobalt Steel Aluminium \ Brass Brass Invar Brass
4 Titanium Titanium Titanium Ceramic Tungsten Titanium

See what I mean about the T3/T4 issue? There are, of course, other materials, but electronics aside, these make up the overwhelming bulk of most recipes. Most of the others have limited uses, but I think that's mostly fine

Whereas in Space Age without Chromium it looks like this:

Tier Structural Resilient (tools) Low-density Low-friction Heat resistant Corrosion resistant
4 Titanium Titanium Titanium Ceramic Titanium Titanium

And with Chromium, like this:

Tier Structural Resilient (tools) Low-density Low-friction Heat resistant Corrosion resistant
4 Titanium \ Stainless Steel Stainless Steel Titanium Ceramic Stainless Steel Titanium

Personally, I think that looks a lot better. And given that Space Age is an expansion, I always took it as a given that we would be expanding. I don't understand the position that we should add nothing. I believe if we find a way to adjust to correct old issues, we should do so. I strongly feel that the course of action you've decided on will have a significant negative impact on the play experience.

But, I've made my case. If your decision is final, I won't argue against it any further.

@mecejide
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mecejide commented May 8, 2026

Bob's has a ton of different materials. Probably too many. I don't think we need to be adding any additional. Most of Bob's materials become available quite early game. Out of the 24 materials I list below, 18 are available before the end of green science! A full 75%.

The tables I have compiled here are for a regular Bob's game, without Space Age.

Icon Science Pack Tier
science-pack-1 Automation 1
science-pack-2 Logistic 2
military-science-pack Military 2.5
science-pack-3 Chemical 3
gold-science-pack Gold 3
logistic-science-pack Transport 4
production-science-pack Purple 4
utility-science-pack Utility 5
space-science-pack Space 6
Material Unlocked First Used Notes
Copper 0 1
Glass 0 1
Iron 0 1
Lead 0 1
Tin 0 1
Bronze 1 2
Nickel 1 2
Steel 1 2 Technically at T1 for Heavy Armor
Invar 2 2 Should be T3. Used by some T2 techs that look like they should be T3
Silver 2 2
Zinc 2 2
Gunmetal 2 2.5
Aluminium 2 3
Brass 2 3
Cobalt Steel 2 3
Lithium 2 3
Gold 2 4
Cobalt 2 Not used for anything except cobalt steel
Silicon Nitride 3 4
Titanium 3 4 Mostly used for T4. Used by T3 trains, turrets, and LDS
Tungsten 3 4
Nitinol 4 4 Mostly used for T5
Tungsten Carbide 4 4 Mostly used for T5. Used by Heat shielding tile and Mech armor plate at T4.
Copper Tungsten 4 5
There is definitely space to push some of these materials later in the tech tree. I think that this might address most of your concerns. Can we try work on a tier table? Here is one suggestion. Feel free to suggest additional categories.

Tier Construction Secondary Gears Bearings Electronics Military
1 Iron Iron Copper Lead
2 Steel Bronze Steel Steel Tin Gunmetal
3 Aluminium Brass/Cobalt Cobalt Silver Invar
4 Titanium Titanium Titanium/Ceramic Gold
5 Tungsten Tungsten/Nitinol Nitinol
I do see this tungsten fix as just one more step towards Space Age integration, not the full way there. Moving Advanced Processing Units to Fulgora would make sense to me for example, but that is a discussion for another day.

If you want to pare down Bob’s material breadth, how about removing cobalt and/or nickel? In real life, both are quite similar to iron and to each other, and in Bob’s, both are pretty much exclusively used in alloys (which would of course also go), with the notable exception of lithium-ion batteries, but those can be made from other materials.

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Qatavin commented May 9, 2026

If you want to pare down Bob’s material breadth, how about removing cobalt and/or nickel? In real life, both are quite similar to iron and to each other, and in Bob’s, both are pretty much exclusively used in alloys (which would of course also go), with the notable exception of lithium-ion batteries, but those can be made from other materials.

I don't see any problem with alloys. Especially since they can have distinct properties from their base materials - Invar, Brass, Tungsten Carbide, Copper Tungsten. Hell, Zinc is almost unused except for Brass. And alloys are everywhere in real world industry, so their presence adds verisimilitude.

Besides, what would you replace Cobalt Steel with? It may be one of only a couple things Cobalt is used in, but you use it to make a ton of stuff, and no other tier 3 material has the real-world properties to be a reasonable substitute.

As for Nickel, if any material could go, it's probably this one, but it certainly gets its day in the sun in tier 5! To the point that I'd consider Nitinol to be THE Nickel material. More importantly, I feel like Tungsten production would become rather disappointing in comparison to the difficulty of Titanium and Ceramic if not for the added factor of needing Nickel. Plus, removing it messes with your Sulfur economy.

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KiwiHawk commented May 9, 2026

At the very least, Heat Shield Tiles should use Invar instead of Titanium.

Sure. I'll change that next. No strong feelings either way. I chose Titanium by default as it is the T4 material.

I never suggested moving Tungsten to T5

Yes, I know. The point of the change is to make Tungsten and it's alloys the same tier. It has to be like that when Space Age is enabled so ideally it should be the same when Space Age is not enabled too. That kind of consistency will make our life easier.

... I emphatically do not think it's a good idea to do so. At least, not if that's the only material change.

Okay, so let's make more material changes!

T4 was already way too Titanium-dominant. And where T3 has Aluminium, Brass, Cobalt Steel, Invar, and Plastic, T4 only had Titanium, Tungsten, and Ceramic.

I had already been considering what to do about this. I started moving Cobalt steel to T4 but gave up, thinking I could leave it for another day. Maybe now is the time for this change? The only complication I can see with this is it would leave us without a T3 Bearing. A simple solution to this would be to replace Cobalt bearings with Brass bearings?

Furthermore, by increasing demand for Titanium and Ceramic, you're going to upset the chlorine-sodium balance in a big way. Even more so in Space Age where you've got Tungsten moved to another planet entirely, making its Calcium Chloride byproduct inconvenient to rely on. Yes, we have the Sodium Hydroxide sink now, but I like that as an emergency outlet, not a "you must make large-scale use of this because we balanced things poorly."

Good point. I have heard people give feedback that sulfur feels scarce. That they need to run extra oil processing just to extract sulfur from the sour gas.

Moving Cobalt-Steel to T4 will help reduce the Titanium demand. We could pair that with tweaks Alumina and Silver oxide to increase the demand for Sodium hydroxide.?

See what I mean about the T3/T4 issue?

Yes, I see. We have a lot of materials at T3.

Most of the others have limited uses, but I think that's mostly fine

I disagree. Having materials which are barely used feels like poor design. Examples: Zinc, Nickel, Gunmetal.

image image image

I have previously considered removing Nickel plate from the roboport antenna array recipes, leaving it as just an ingredient for alloys - like Cobalt plate. If we entirely removed Gunmetal I don't think many people would even notice!

On the flip side, the material used in by far the most recipes is Steel. These are prime candidates for swapping out ingredients to increase the demand for other materials.

image

Titanium is in second place with Nitinol in third. Redistributing some of these recipes would be good too!

image image

These screenshots are from the currently released versions of Bob's mods, without Space Age.

And given that Space Age is an expansion, I always took it as a given that we would be expanding. I don't understand the position that we should add nothing.

Space Age is an overhaul mod. Same as Bob's. We are working towards making the two overhauls compatible. But Bob's mods will never require Space Age. We can fit our content in to the tech framework supplied by Space Age. But we shouldn't be adding content only when Space Age is enabled.

I believe if we find a way to adjust to correct old issues, we should do so.

I agree. I think the biggest "old issue" in Bob's mods is clutter. Too many tiers of machine / equipment / turret / plates that become available at the same time and don't feel meaningfully different from each other. I've been incrementally working to correct this. (Like reducing the number of module tiers from 8 down to 5). We have lots of different metal plates, mostly all becoming available at Green science. This is a good opportunity to improve the situation!

I strongly feel that the course of action you've decided on will have a significant negative impact on the play experience.

I am hopeful that we can keep working together to improve these mods. I do value your input!

But, I've made my case. If your decision is final, I won't argue against it any further.

I am set on not adding new alloys. However I am open to other changes! As much as possible, the changes should apply no matter if Space Age is enabled or not.

@Qatavin
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Qatavin commented May 9, 2026

Cobalt Steel probably belongs right where it is, given its level of expense (not requiring electrolysis) and complexity. But what we could do is make Nickel and Zinc T3 materials for heat resistance and corrosion resistance respectively, then bump Invar and Brass up to T4, maybe. That would fit with Invar being on Heat Shield Tiles and second tier Electric Furnaces. This would notably make T4 have only Titanium as a truly new material, but that would be consistent with T5 only having Tungsten as a new material. Now, currently we have Nickel all the way down at SP1, but we only put it there so we could use it as a non-Oil Sulfur source. Moving it would probably not hurt anything.

For the Sulfur problem, we could increase the H2S output of Petroleum Gas Sweetening from 10 to 15 or 20.

As for Space Age, we're going to have to add some things for sure. Gleba is going to be the biggest problem; the rest we can fudge a solution mostly using only new recipes, in all likelihood. But in order to get off the other planets, we need to add a way to get Tin, Nickel, either Silver or Gold, Titanium, Aluminium, and Silicon, at a minimum.

@mecejide
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mecejide commented May 9, 2026

If you want to pare down Bob’s material breadth, how about removing cobalt and/or nickel? In real life, both are quite similar to iron and to each other, and in Bob’s, both are pretty much exclusively used in alloys (which would of course also go), with the notable exception of lithium-ion batteries, but those can be made from other materials.

I don't see any problem with alloys. Especially since they can have distinct properties from their base materials - Invar, Brass, Tungsten Carbide, Copper Tungsten. Hell, Zinc is almost unused except for Brass. And alloys are everywhere in real world industry, so their presence adds verisimilitude.

Besides, what would you replace Cobalt Steel with? It may be one of only a couple things Cobalt is used in, but you use it to make a ton of stuff, and no other tier 3 material has the real-world properties to be a reasonable substitute.

As for Nickel, if any material could go, it's probably this one, but it certainly gets its day in the sun in tier 5! To the point that I'd consider Nitinol to be THE Nickel material. More importantly, I feel like Tungsten production would become rather disappointing in comparison to the difficulty of Titanium and Ceramic if not for the added factor of needing Nickel. Plus, removing it messes with your Sulfur economy.

My point about the alloys was that removing just those two pure metals would drastically reduce the number of plates.

@KiwiHawk KiwiHawk merged commit 1bddfdc into dev May 9, 2026
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@KiwiHawk KiwiHawk deleted the tungsten-space-age branch May 9, 2026 23:33
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