Basic Chemistry


Adds a basic chemical production chain for a crude plastic from coal to the early game and onwards.

Content
14 days ago
2.0
170
Mining Fluids Manufacturing

g Incompatibility with Krastorio2 and AAI

a day ago

Krastorio2 has its own compatibility patching with AAI industries, and when installed together it can't find the recipe electronic-circuit-wood

You have this thing in your mod:

if settings.startup["bc-aai-remove-electronic-circuit-wood"].value then
-- remove "electric-circuit from wood" recipe (provided by aai-industry)
data.raw.recipe["electronic-circuit-wood"] = nil
end

Can you please not just delete recipes? It's very destructive and can upset other mods, like in this case. Better to remove the recipe from the technology, that way the recipe still exists but is inaccessible to the player.

Yes, you are correct. It's a remnant from a time when I didn't know better and I forgot about it. My bad, I'll fix it with the next update. Thanks for bringing it to my attention!

a day ago

Thanks, very cool, starting up a run right now, I'll be happy to see what the mod provides!

23 hours ago

Hope you'll have fun with it!

On the matter of the recipe: My usual way nowadays would be to do data.raw.recipe["electronic-circuit-wood"].hidden = true to still have the recipe but make it inaccessible to the player. Since you suggest to remove the tech, I'm curious if that way offers a benefit I'm unaware of?

22 hours ago

Oh no, what I mean is that you remove the unlock-recipe type effect from the technology that unlocks the recipe. I think that functionally there isn't a real difference from hiding the recipe altogether, in both cases the recipe is still in the data structure. One difference is that maybe another technology could then unlock the same recipe, but different techs unlocking the same recipe almost never happens.
But in the end as long as it's properly guarded against nil errors it's fine, my opinion is that each mod is responsible for their own behavior

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