Hi, I've not yet tried to use the Science Cost Tweaker mod with Natural Evolution, so I had no idea it would cause this.Timeslice wrote:Line 29 of data-updates.lua has a pretty big typo in it...
For some reason when I add NE to my pack when Science Tweaker is installed an additional two copper plates get added to the recipe for red science, even if I have the extra science cost config set to false. This leads me to believe that there are two bugs: the ScienceCost config setting isn't working, and the science pack recipe changes are happening before Science Cost Tweaker is replacing the recipe with it's custom science pack intermediates.
Hmm... seems like part of the problem is that the recipe isn't resetting after I turned off the ScienceCost config option, because when I started a new game the recipe is fine, but I load my current one and it has the extra plates. Will removing and re-adding NE force the migration script to fire?
*edit* Nevermind, this command fixed it:Code: Select all
/c game.player.force.reset_recipes()
I'll run the two together than take a look at how to avoid this in SCT as well.
EDIT: Oh, I see the new version of NE already addresses this.
EDIT 2:
I found the following code in Bob's Mods migration scripts that work really well, I've been using it so far.TheSAguy wrote: Orzelek, is there anyway I can include a line like this in the control to do the update on load?
I know that justdoes not work, give an error about 1 player or something.Code: Select all
game.player.force.reset_recipes()
Code: Select all
for index, force in pairs(game.forces) do
force.reset_recipes()
force.reset_technologies()
end