Science pack dependencies

by Nidan

If a technology doesn't depend (either directly or indirectly) on the science packs it needs, these missing dependecies are added.

Utilities
3 months ago
0.15 - 1.1
1.05K

Changelog

Version: 0.2.13
Date: 2024-01-14
  Bugfixes:
    - Add handling for loot drops
Version: 0.2.12
Date: 2022-09-24
  Bugfixes:
    - Add additional order-only dependencies for IndustrialRevolution, SeaBlock and Space Exploration
    - Deduplicate log messages regarding recipe differences in easy/hard difficulty
Version: 0.2.11
Date: 2021-06-24
  Bugfixes:
    - Try to handle difficulty settings (If both difficulites specifiy different requirements things might still break)
    - When given multiple technologies that unlock recipes crafting the same science pack, narrow down the list by filtering out those that depend on other technologies from the list
    - add hidden optional dependency on MoreSciencePacks-for1_1 (the important changes happen in its data-final-fixes)
Version: 0.2.10
Date: 2020-11-24
  Info:
    - Factorio 1.1
Version: 0.2.9
Date: 2020-08-16
  Info:
    - Factorio 1.0
    - Added Factorio-parsable Changelog
Version: 0.2.8
  Info:
    - Factorio 0.18
Version: 0.2.7
  Bugfixes:
    - Work around random nil value (log error instead of crash)
    - Handle space science
Version: 0.2.6
  Info:
    - Factorio 0.17
    - Known issue: physical-projectile-damage-2 and weapon-shooting-speed-2 don't get their dependency on logistics science as the tutorial introduced an alternative recipe
Version: 0.2.5
  Bugfixes:
    - Crash fix
Version: 0.2.4
  Bugfixes:
    - Crash fix
Version: 0.2.3
  Bugfixes:
    - Don't add dependencies that would introduce cycles
Version: 0.2.2
  Bugfixes:
    - Produce more detailed error messages
    - Crash as late as possible (aka make Factorio blame the right mod)
Version: 0.2.1
  Info:
    - Factorio 0.16
Version: 0.2.0
  Bugfixes:
    - Fix for tech unlocking multiple science packs
    - Remove redundant dependencies
Version: 0.1.0
  Info:
    - Initial release