MSP - 30 new Science Packs


--DISCLAIMER: I did not create this mod I just increased the factorio version and added a fix mod-- Play with 30 new science packs and a new technology tree (if omniLib enabled) that adds efficiency tech to the various science packs. This mod is not an extension to lovely_santa's mod by a similar name. It adds 30 science packs but they are all pretty inexpensive. A TON of customization exists for the mod and individual packs can be disabled or have their output levels tweaked. Mod integration engine designed to add pack types to entire tech tree (only applies to technology that can be traced back to vanilla tech). Optional inclusion of omniLib enables new tech tree that unlocks various levels of efficiency tiers for each pack that will auto-update machines when research completes.

2 years ago
1.1
3.60K

b [Solved]MSP#3 extra pack is uncraftable

3 years ago

MSP#3 extra pack is uncraftable

3 years ago

Are you playing with any other mods?
There might be some incompatibilities as it needs light armour and a pistol to be crafted.

3 years ago

yes, but with only FNEI 0.4.0 and MoreSciencePacks-for1_1 0.1.19 science#3 is still uncraftable.

3 years ago

I am so sorry for the inconvenience, I fixed it, thanks for your feedback.

3 years ago

Hm. scienve#3 require pistol & wall, but open with turrets... not clear

3 years ago

What do you suggest? Enabling the first three science packs right from the beginning?
I just picked up this mod a couple of days ago as it was very out of date, I am sorry if there are things that don't make a lot of sense because research changed a lot and I will improve the experience as time goes on.
If you know how a factorio mod works, feel free to leave more suggestions or even pull requests on my github.

3 years ago

move science#3 recipe from turrets to walls research.

3 years ago

Hi there!

I found more uncraftable packs. With only MSP30 and What-is-really-used-for as mods, the recipes for packs 14, 15, and 16 are also not there.

Thank you very much for reviving this mod, you singlehandedly saved my 400h game.

Cheers!

3 years ago

Thank you all very much, I appreciate the help, keep up the feedback and together we can revive this mod to it's old glory!

3 years ago

@Zaphodgame I am aware MSP is not very compatible with the Py suite. Nevertheless, as I am currently running a game based on Py and MSP, if you ever needed somebody to test MSP in this setup, just shout!

3 years ago

What exactly do you mean by uncraftable? Do you mean the recipe isn't there? If so then I'm having the same problem with number 3, 14, 15, and 16 (I'm using 0.1.22). I'm using quite a lot of mods and not all of them are even available because I've had to change the info.txt to have them in version 1.1. Do you think you could help me too?

3 years ago
(updated 3 years ago)

Actually I just realised I can get around this by copying and pasting the assemblers from my 45 smp msp base.
Edit: nvm this doesn't work :/

3 years ago

It is very hard to make this compatible with every mod due to the research requirements for each science pack, I will try to find a general way around this. If this fails I might work on some sub-mods that "fix" missing recipes with a specific modpack or mod additionally.

3 years ago

Well I've just started using the "enable all science pack at the start of the game" setting and that seems to work, so don't feel pressured to fix this. And just wondering, how is the recipe even being disabled in the first place? I'm trying to get into modding so I'm kinda interested in things like this

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