Bob's Tech


Research expansion

8 months ago
0.13 - 1.1
234K

b [Not a bug]Burns-out QL Bio-processor Research

1 year, 9 months ago

Adding 'Burns-out QL Bio-processor' research undo research tree next step.

For example, before update 'Slag Processing 3' was researched and 'Crystallizer 3' was used. But after update this research became non-researched and every 'Crystallizer 3' was replaced with 'Crystallizer 2'.

Tech-tree image: https://ibb.co/10scQrL

p.s. In case of image 'Burns-out QL Bio-processor Research' was re-researched once again.

Is it possible to:
1) Mark 'Burns-out QL Bio-processor' researcs as compleated in case of completed any next research?
2) Do not replace 'Crystallizer 3' with 'Crystallizer 2'?

1 year, 9 months ago

Before the latest Angel's mods update, Crystallizer 3 (and Filtration Unit 3) did not exist. So no, Crystallizer 3 was not replaced.

1 year, 9 months ago

Yes, let me correct. "Purple" Crystallizer was replaced with "Blue" Crystallizer, sorry for this comparison. Seems question 2 is invalid.

//But "Blue" Crystallizer can't produce 'Hybrid catalyst', for example, and blueprints became invalid. Anyway factory must grow...

1 year, 9 months ago

Yeah, I understand. It's just because of the update / new machine tiers and won't happen in future.

You can use an Upgrade Planner on a blueprint.

1 year, 9 months ago
(updated 1 year, 9 months ago)

None of the things you're saying sound like they're from any of my mods.

I have no idea what a Crystallizer is, or any of the other things you've mentioned. Slag processing sounds like it's an Angels thing, this isn't Angels mods.

The only "Interference" Bob's mods do with Technologies is part of the Library mod, and it's a "Clean up" run in data-final-fixes, who's sole purpose is to remove redundant prerequisites, and fix issues such as science packs being present on the list multiple times. The code would detect those duplicates and change it to cost 2 of the science pack, rather than 2 instances of the same, as the game crashes if you list it twice. It does similar things with Recipes too, removing items that don't exist, and consolidating duplicates where possible. (Since it's in data-final-fixes, nobody should be creating or editing technologies in this step, but some people do, which is why the cleanup script doesn't catch and fix all technology and recipe based errors)

And it does all of this in the database construction phase, while the game is loading after you double click on that Factorio icon on your desktop (Or however you launch the game). It doesn't do anything while you're loading a savegame, or after it's loaded, so it can't change what you have and haven't unlocked.

1 year, 9 months ago

Yeah, these were Angel's changes. Together with Science Cost Tweaker.

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