Nullius


In this Factorio prequel, you're an android terraforming planets and seeding them with life. Replaces all recipes and technology. No life means no coal, oil, wood, biters, or free oxygen, requiring varied renewable energy sources. For reliability, you'll focus on abundant elements from the air, sea, or common minerals such as iron ore, bauxite, sandstone, and calcite. Advanced technology enables asteroid mining of rarer elements.

Overhaul
9 months ago
1.1
33.6K
Environment Mining Fluids Manufacturing Power

g Mid-game weirdness with Lighted Power Poles +

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

https://mods.factorio.com/mod/LightedPolesPlus

So far the Lighted Poles recipes have worked fine, the lighted variants for Pole 1, Pylon1, Substation 1 and Pole 2 became available together with their base variants. However, now I've reached green science and the recipes are suddenly gone. (Sorry, I did not notice which tech specifically triggered the change.)

Looking at them with FNEI shows that Lighted Pole 1 and 2 depend on Energy Distribution 1 (ok), but also Packaging 4 and Woodworking. For Pylon 1 it's Iron Working 1 and Energy Distribution 2 (ok), but also Packaging 5. For Substation 1 it's Mass Production 7 that's suddenly stopping it from being available (my guess).

I did not update the game or any mod since I last crafted lighted poles.

And in case it's not clear: I'm not asking for compatibility, just that unlocked recipes don't get locked again later (aside from Nullius' progression recipes).

PS: FYI, LPP recipes are all "1 pole + 2 lamps-> 1 lighted pole". It has no techs of its own and copies the recipe tech requirements from the poles' crafting recipes (plus those of the lamp's crafting recipe, I think).

Edit: I'm on 1.5.25 and 1.9.0 for LPP. Both latest as of now.

1 year, 9 months ago

I also tried the LPP but didn't like the weirdness with Nullius, so I switched to https://mods.factorio.com/mod/inbuilt_lighting

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