Story Missions - [Scenario Pack]


New campaign mod for Factorio contains a total of 10 full scripted missions. Each mission has a series of mandatory and optional tasks. You can enjoy more than 20 hours of pure gameplay and lore-friendly story about YOU, the engineer who survived the harsh conditions of the unknown planet where crash-landed years ago. How to play? Just install and then click on NEW GAME button. You will see missions in the menu. For more info, check the mod portal. Locales: EN,CZ,SK,RU,DE,PL,KO,FR,ES,CN

Scenarios
a month ago
1.1 - 2.0
25.1K

g There are no technologies from the mods in the scenarios.

3 years ago
(updated 3 years ago)

Hello.
In the scenarios that add your mod, no technology from the mods.
For example mod: Factorissimo2.
In the missions can not learn technology plants, and therefore collect them, because there are no recipes.
Also, Bob's mods: there are no technologies in the scripts that add his mods.

And not just in these mods. So with all mods that add their technology.

I do not know about others, I speak for my game.

How to fix it?
Please help.

3 years ago

Hi,

you cannot, because list of technnologies are fixed by script. In teory you can add mod technologies by command (if tech. mod has commands). Or if you have knowledge of LUA script, you can manually delete the list from config files.

The story missions are vanilla based game mod. I never tested my mod with other mods, this is why I do not recomend to use them in story mission campaign. It's noted in description.

3 years ago

Hi,

you cannot, because list of technnologies are fixed by script. In teory you can add mod technologies by command (if tech. mod has commands). Or if you have knowledge of LUA script, you can manually delete the list from config files.

The story missions are vanilla based game mod. I never tested my mod with other mods, this is why I do not recomend to use them in story mission campaign. It's noted in description.

I read your response.
If there is a script that captures technology, then I can find it and see how to add the technology I need in the mission?
But I do not know where to look, can you help with this?

I believe that each level has its own limitations, and need to look for this script inside the folder with the mission...

Thanks for the answer!
I will try to add technology from the mods in the missions.

Oh, and one more thing...
Thank you for the mod.
I especially liked the second mission, with the huge factory at the beginning, it's very heavily elaborated, and has its own otmosfera...
Thank you for some new experiences.
Thank you.
From the bottom of my heart =)

3 years ago
(updated 3 years ago)

Hi,

ok, get to story-mission.zip -> open for example folder level-02 inside the zip -> find control.lua and open in notepad -> delete all technology list

local technology_list = game.forces.player.technologies
technology_list["night-vision-equipment"].enabled = true
technology_list["personal-laser-defense-equipment"].enabled = true
technology_list["exoskeleton-equipment"].enabled = true
technology_list["solar-panel-equipment"].enabled = true
etc...

Also delete
game.forces.player.disable_all_prototypes()

Then save the file.
If still doesn't work, uncomment this section (delete double --) --game.forces.player.reset()
It should look like this in file:

game.forces.player.reset()

Have a nice day and I'm glad you enjoyed the mod :-D
I'm also working on another 5 missions. I hope I ll release them in january

3 years ago

Hi,

ok, get to story-mission.zip -> open for example folder level-02 inside the zip -> find control.lua and open in notepad -> delete all technology list

local technology_list = game.forces.player.technologies
technology_list["night-vision-equipment"].enabled = true
technology_list["personal-laser-defense-equipment"].enabled = true
technology_list["exoskeleton-equipment"].enabled = true
technology_list["solar-panel-equipment"].enabled = true
etc...

Also delete
game.forces.player.disable_all_prototypes()

Then save the file.
If still doesn't work, uncomment this section (delete double --) --game.forces.player.reset()
It should look like this in file:

game.forces.player.reset()

Have a nice day and I'm glad you enjoyed the mod :-D
I'm also working on another 5 missions. I hope I ll release them in january

Hello, I tried to make the changes you described above, with the file control.lua.

You wrote about removing technologies...
Unfortunately, it just removes all technologies from the mission...

The only thing that helped was this:
uncommented: game.forces.player.reset()

I did the same thing as you wrote...
Now all the technologies are available in the mission to study.
All I needed was the ability to explore technologies from mods.

Proof that everything works, here: screenshot.
Very grateful for the help in unlocking technology!
Thank you!

3 years ago

you re welcome :)

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