Re: [MOD 0.16.x] SCTM
Posted: Sun Jun 10, 2018 9:12 pm
Mod doesn't work with the Realistic Power mod. I've disabled all other mods, so it's only these two that have a conflict:
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ask author of that mod to fix his stuff, T4 research lab requires centrifuge (which is unlocked by nuclear power), since 0.16.20 so even then it must have been unresearcheable.ShadowGlass wrote:Mod doesn't work with the Realistic Power mod. I've disabled all other mods, so it's only these two that have a conflict:
there was issue with one of those locked behind green tech, when using omnimatter.Robobrine wrote:Hey mexmer,
first of all, really like the mod, fits in nicely with large mod packs!
I have a question: Green science only needs copper and iron and no tin and lead when playing with Bob's, Angel's and Omnimatter. With Bob's and Angel's alone it needs both tin and lead, but adding Omnimatter seems to simplify the recipe, making green science a bit too easy compared to everything else. Is this intended? And is there an easy way to change it to require tin and lead?
not sure where did you hear that, but i only did some tuning in composition, to use intermediates more appropriate to their levels.NeptuneJr2 wrote:Love this mod, thanks for all the work you put into it.
I think I had heard you are reworking military and production science, is that still a plan? I didn't see it on the "to-do" in the original post.
ok, looks like zelos moved rubyte/bobmonium extraction to red tech, so now it's possible to have it as material for green science. it will be changed in next release of sct.mexmer wrote:there was issue with one of those locked behind green tech, when using omnimatter.Robobrine wrote:Hey mexmer,
first of all, really like the mod, fits in nicely with large mod packs!
I have a question: Green science only needs copper and iron and no tin and lead when playing with Bob's, Angel's and Omnimatter. With Bob's and Angel's alone it needs both tin and lead, but adding Omnimatter seems to simplify the recipe, making green science a bit too easy compared to everything else. Is this intended? And is there an easy way to change it to require tin and lead?
if that has changed, i might modify it, i will check it later, but i remember it was some advanced technology and you were limited to omnite/iron/coal/copper until green tech.
mexmer wrote:not sure where did you hear that, but i only did some tuning in composition, to use intermediates more appropriate to their levels.NeptuneJr2 wrote:Love this mod, thanks for all the work you put into it.
I think I had heard you are reworking military and production science, is that still a plan? I didn't see it on the "to-do" in the original post.
with introduction of science tree, i also changed military pack recipe, to be more "friendly", when you set military to tier 2 (green science), instead of default tier 3 (blue science).
atm. i don't plan to do any changes to military or production.
maybe you have mistaken production with logistic science (from bobs), i did change recipe for that, and split it into intermediates, that make more sense for it IMO.
yes tech tree was major change, due some additional dependencies, also due removal of electrum (in bobs), recipe for hightech has slightly changed.NeptuneJr2 wrote:mexmer wrote:not sure where did you hear that, but i only did some tuning in composition, to use intermediates more appropriate to their levels.NeptuneJr2 wrote:Love this mod, thanks for all the work you put into it.
I think I had heard you are reworking military and production science, is that still a plan? I didn't see it on the "to-do" in the original post.
with introduction of science tree, i also changed military pack recipe, to be more "friendly", when you set military to tier 2 (green science), instead of default tier 3 (blue science).
atm. i don't plan to do any changes to military or production.
maybe you have mistaken production with logistic science (from bobs), i did change recipe for that, and split it into intermediates, that make more sense for it IMO.
I thought Trainwreck had said something about it on the seablock page, but maybe he was talking about the tech tree change. I don't know.
i had not tested pyghithech since there are changes in tech tree, but circular in t3 should be fixed in version. not sure, if there are no any dead ends tho', pyhightech is still beta, so anything can change and throw science off again.reapersms wrote:is the most recent one updated for pyhitech? If I have bobs+py installed with your SCT, I get a circular dependency, from hitech connecting advanced-electronics to fuel-production, which needs science pack 3's, which need sct-research-t3, which needs sct-lab-t3. which needs advanced electronics
guess zelos did change something, because it was other way around before (and that's also intended), omniscience pack was in all labs except tier 1.jasonholt78 wrote:Hey mexmer,
Love what you have done with this mod. I am playing with Bobs and Omnimatter and am having an issue with the labs. The Omnipack science can only be done in the Tier 1 lab, so now that I have Red, Green, & Omni research to do, I can't progress.
Thanks
Thanks mexmermexmer wrote:should be fixed now, seems my check was wrong, or at least based on some experimental version of mod, not actual one.
it was intentionally left out, because it's base component for wafers.Redstylt wrote:Hi !
I got a question
Why the stamp-wafer can't make into the electronic assembling ? It could be easier like this i only use electronic assembling.
Hmm, was yor save from some old version of factorio, with elder version of sctm? Because migration name suggest thatAviator wrote:It updated to 16.51 so this happens?
Error while applying migration: ScienceCostTweaker Mod (mexmer): ScienceCostTweaker_0.16.28.lua
...CostTweakerM__/migrations/ScienceCostTweaker_0.16.28.lua:111: attempt to index global 'sctm' (a nil value)