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Chemical Plant does not have

Posted: Thu Jan 05, 2017 9:03 am
by Raxnar
For some reason all of a sudden my Chemical Plants are missing many material options for production.

Under Intermediate products it only shows 3 different types of Solid Fuel, Lubricant, Sulfur, Plastic, and Explosives.

I have been producing Batteries for some time.

Could it be because I had installed some mods and then removed them?

How can I restore my chemical plants so they have all their options again?

Quite a bit of time in this game...

Re: Chemical Plant does not have

Posted: Thu Jan 05, 2017 10:15 am
by kinnom
which mods did you install?

Re: Chemical Plant does not have

Posted: Thu Jan 05, 2017 10:19 am
by Koub
That's about it, you have all the list of intermediate products a chem plan can produce without advanced oil processing.
With advanced oil processing, you have heavy and light oil cracking in addition.
Factorio - Chem plant.JPG
Factorio - Chem plant.JPG (27.18 KiB) Viewed 4196 times

Re: Chemical Plant does not have

Posted: Thu Jan 05, 2017 4:45 pm
by Raxnar
All of Bob's Mods.

I am basically missing the 1st 3 items in your screen shot.

After removing them and relaunching there was a list of errors or items that changed or something. I should have grabbed a screen shot.

Basically without those 3 options, especially Sulfuric Acid, this game is dead. :(

Re: Chemical Plant does not have

Posted: Thu Jan 05, 2017 4:59 pm
by daniel34
Check if the required technologies are researched, if not then research them.

If they are and the recipes are missing then run the following commands line by line:
Raxnar wrote:I am basically missing the 1st 3 items in your screen shot.

Code: Select all

/c game.player.force.recipes["sulfuric-acid"].enabled = true
/c game.player.force.recipes["heavy-oil-cracking"].enabled = true
/c game.player.force.recipes["light-oil-cracking"].enabled = true
You also mentioned batteries in the first post:

Code: Select all

/c game.player.force.recipes["battery"].enabled = true

Re: Chemical Plant does not have

Posted: Thu Jan 05, 2017 7:12 pm
by Raxnar
Thank for the input!

As I mentioned, I had already been producing Batteries so this was up and operational, meaning yes the pre-requisite technologies have been researched.

I will try these commands tonight.

Failing that, would it be reasonable to assume the issue is with the game its self rather than just the one saved game? If so, backing up the Saves and reinstalling could potentially also resolve it?

Re: Chemical Plant does not have

Posted: Fri Jan 06, 2017 5:10 am
by Raxnar
daniel34 wrote:Check if the required technologies are researched, if not then research them.

If they are and the recipes are missing then run the following commands line by line:
Raxnar wrote:I am basically missing the 1st 3 items in your screen shot.

Code: Select all

/c game.player.force.recipes["sulfuric-acid"].enabled = true
/c game.player.force.recipes["heavy-oil-cracking"].enabled = true
/c game.player.force.recipes["light-oil-cracking"].enabled = true
You also mentioned batteries in the first post:

Code: Select all

/c game.player.force.recipes["battery"].enabled = true

That did the trick, but apparently achievements are now disabled?

I was wrong, batteries were there still.

Re: Chemical Plant does not have

Posted: Fri Jan 06, 2017 9:35 am
by Deadly-Bagel
Bob's Mods totally redo most of the recipes in the game and much of the research. Personally I wouldn't try to load or unload any mods that big mid-game.

Also achievements are disabled when you have mods installed so wouldn't worry about that.

Re: Chemical Plant does not have

Posted: Fri Jan 06, 2017 1:23 pm
by mexmer
Deadly-Bagel wrote:Bob's Mods totally redo most of the recipes in the game and much of the research. Personally I wouldn't try to load or unload any mods that big mid-game.

Also achievements are disabled when you have mods installed so wouldn't worry about that.
Achievement are not disabled when using mods, but counted towards moded games achievements (there are 2 achievements lists in your data folder, one for modded, and one for nonmoded). If we talking Steam, then it does only track vanilla achievements.

Vanilla (nonmoded) achievements are afaik disabled in following situations
- you play game with mods
- you use console to unlock technology or manipulate some game settings (not sure which exactly, but bitter and resource related seems to flag game as moded)
- you start game without mods, but load save that has mods (or rather had, since they can't load)

there might be other situations.

Re: Chemical Plant does not have

Posted: Fri Jan 06, 2017 5:33 pm
by Raxnar
Deadly-Bagel wrote:Bob's Mods totally redo most of the recipes in the game and much of the research. Personally I wouldn't try to load or unload any mods that big mid-game.

Also achievements are disabled when you have mods installed so wouldn't worry about that.

I think I have learned that lesson about installing/removing mods mid game the hard way :cry: