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[0.15.28] Research Electronic

Posted: Fri Jul 07, 2017 2:38 pm
by IIPoliII
Hello bros!

I was making a new game when i saw that i made the research for electronic and i could create prurple insterter but not blue.

So i could craft purple (blue with filter) but not blue inster. :D :D

Poli ;) :( :o :shock:

Re: [LASTEST] Research Electronic

Posted: Fri Jul 07, 2017 2:40 pm
by Loewchen
Add the actual version of the game and post the save please.

Re: [LASTEST] Research Electronic

Posted: Fri Jul 07, 2017 2:54 pm
by nucleargen
It seems that automatization 1 and electronics 1 researched, but not logistics 1.
Electronics unlocked filter inserters, which requires fast inserters, which provided by logistics.

Re: [0.15.28] Research Electronic

Posted: Fri Jul 07, 2017 3:10 pm
by Rseding91
Thanks for the report however this is working as intended. We have never said every recipe unlocked can be crated when it is unlocked. You still have to unlock the prerequisite recipes.

It's done this way because to add prerequisites on every technology would make the technology graph a giant mess of lines.

Re: [0.15.28] Research Electronic

Posted: Sat Jul 08, 2017 6:54 am
by DaveMcW
The correct way to do it is to change the prerequisites so the tech tree fully matches the recipe tree and doesn't look so messy. :P

Re: [0.15.28] Research Electronic

Posted: Sat Jul 08, 2017 8:21 am
by Zool
Its working well the way it does right now - a problem would be a situation where you can get stuck in the research tree, but the worst that can happen here is that you need to research another recipe to make something work. Not really a problem.

Re: [0.15.28] Research Electronic

Posted: Sat Jul 15, 2017 3:12 pm
by DarkOmen
I've had this bug once or twice specially when loading old saves that are sync'd to a new version, what i found i had to do was actually delete the research for that item and re-research it again.