If you're interested I changed the technology.lua for you:
Changes:
- Changed name of "modules-1" to "modules". This overrides the technology from base mod and removes the technology from advanced electronics 1.
- Removed recipes from Oil-Processing: advanced-oil-processing, light-oil-cracking ...
Search found 3 matches
- Wed May 20, 2015 7:16 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 109563
- Tue May 19, 2015 3:25 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 109563
Re: Introducing NARMod 2.1
found a bug:
Advanced oil processing seems to be the same as basic.
Edit:
Also there are 2 modules-technologies, which both unlock the same modules, but only 1 of them unlocks the module case mk1. 1 depends on electronics, the other one on electronics 3.
Edit2:
Found another one: Electric ...
Advanced oil processing seems to be the same as basic.
Edit:
Also there are 2 modules-technologies, which both unlock the same modules, but only 1 of them unlocks the module case mk1. 1 depends on electronics, the other one on electronics 3.
Edit2:
Found another one: Electric ...
- Sun May 17, 2015 5:41 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 109563
Re: Introducing NARMod 2.1
Automatic Data Downloader is the new Research Lab isn't it? In order to build one you need to have inserters, which themselves need to be researched via Automation. So the game starts locked.