Hi, I have a very similar issue, but haven't yet found the solution for it yet.
I'm playing a heavily modded campaign, so I don't believe this is a Bob's mod specific issue, but I suppose it is worth a shot:
I got one research (missile shooting speed 5) that requires
MK1 and MK2 science packs. Any ideas what I could do to fix this?
so I can't use MK1:
neither can I use MK2:
Digging into it a little bit, I found this from "Research 15":
Code: Select all
{
type = "technology",
name = "rocket-speed-5",
icon = "__base__/graphics/technology/rocket-speed.png",
effects =
{
{
type = "gun-speed",
ammo_category = "rocket",
modifier = "0.3"
}
},
prerequisites = {"rocket-speed-4"},
unit =
{
count = 300,
ingredients =
{
{"science-pack-1", 1},
{"science-pack-2", 1},
{"science-pack-3", 1},
{"military-science-pack", 3},
{"production-science-pack", 1},
{"high-tech-science-pack", 1}
},
time = 60
},
upgrade = true,
order = "e-j-j"
},
I believe some replacement function (that introduces/changes science pack 4) might be interacting with that and resulting in an unresearchable tech.
any suggestions are deeply appreciated
******* update *******
I found out that bob's warfare has this line
Code: Select all
bobmods.lib.tech.add_new_science_pack("rocket-speed-5", "science-pack-4", 1)
and just changed it to fix my savefile.
considering that adding the science-pack 4 can conflict with other tech mods (like research 15), I'm wondering if it would be advisable to try to replace the tech before adding it, or something along those lines.
anyway, hope this is helpful. I absolutely adore bob's mods : ).