This fix is only supposed to fix the crude chemical plant.donoya wrote:So I did some more testing and this only seems to fix the crude chemical plant. And while you can't craft the standard chemical plant which is required for the next chemical plants, you can still cheat them in, and the fix doesn't seem to apply to the later chemical plants.jodokus31 wrote: Thanks for testing.
OK :/ I think, that my "fix" overrides the previous crafting_category, which was needed for the standard etched board. I'll try to find it and then it can be added, too
EDIT: Seems to be crafting_category "chemistry", which is missing now. This is a base game categoryEDIT2: Tested it. Seems to do the trickCode: Select all
data.raw["assembling-machine"]["chemical-plant"].crafting_categories = {"basic-chemistry", "chemistry"}
If you want to fix the standard chemical plant (reactor-1), you can edit the production/technology/production.lua. to correct, which recipe should be unlocked (reactor-1 instead of reactor-2, reactor-3 instead of reactor-2).
And the reactor-1 only supports crafting_category "chemistry". I dont know, if it is intended by Repofme1, that crude recipes from "basic-chemistry" are no longer craftable in reactor-1 or if its a bug. I think the idea could be, that those crude recipes are only for startup machines. But i dont know, if i like it. I would rather let the decision to the player, if he wants to use old inefficient recipes in a better plant or machine. This behavior applies to other recipes, too
I only tried to fix the first obstacle with the crude chem plant, because it really prevents from playing the early game.
Honestly, I dont know, if we should start to fix further bugs, which definitly exist, or if we wait for Repofme1. I dont want to interfere to much...