and again... bobs research MK4?
Moderator: bobingabout
and again... bobs research MK4?
Hi,
first time i play bobs mods.
I know i have to use lab MK2, still i dont have a receipt for MK4 pakets?
It tells me i need Alien sciencepack 4 (yellow one). But 1. i dont have biters and 2. theres no receipt, how to fix?
And im noob, please tell me excatly what to do
first time i play bobs mods.
I know i have to use lab MK2, still i dont have a receipt for MK4 pakets?
It tells me i need Alien sciencepack 4 (yellow one). But 1. i dont have biters and 2. theres no receipt, how to fix?
And im noob, please tell me excatly what to do
- bobingabout
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Re: and again... bobs research MK4?
alien... sciencepack... 4? ...what?
Science packs in my mod include...
Science pack 1 through 3 from base game
Alien science pack from base game
If you have Bob's tech mod installed
Science pack 4.
All of the previous are on the MK2 lab
This concludes the list of science packs for standard research.
If you also have the Bob Enemies mod installed.
Science pack Gold (made from packs 1+2+3)
Alien Science packs Yellow, Green, Blue, Purple, Red and Orange (not numbered, just coloured)
These packs (along with alien science from base game) are all used in the Alien Lab. (and almost exclusively used by Bob Warfare, and are only used if everything in the chain exists. Enemies -> Tech -> Warfare)
There is no such thing as "Alien science pack 4" in my mods.
Science packs in my mod include...
Science pack 1 through 3 from base game
Alien science pack from base game
If you have Bob's tech mod installed
Science pack 4.
All of the previous are on the MK2 lab
This concludes the list of science packs for standard research.
If you also have the Bob Enemies mod installed.
Science pack Gold (made from packs 1+2+3)
Alien Science packs Yellow, Green, Blue, Purple, Red and Orange (not numbered, just coloured)
These packs (along with alien science from base game) are all used in the Alien Lab. (and almost exclusively used by Bob Warfare, and are only used if everything in the chain exists. Enemies -> Tech -> Warfare)
There is no such thing as "Alien science pack 4" in my mods.
Re: and again... bobs research MK4?
I dont know.
It says Alien-Sciencepack 4. Mod it says Base -> ResearchRevolution.
But how it can need a paket which has no receipt? Oo
It says Alien-Sciencepack 4. Mod it says Base -> ResearchRevolution.
But how it can need a paket which has no receipt? Oo
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Re: and again... bobs research MK4?
Your message contains too few characters.
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- bobingabout
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Re: and again... bobs research MK4?
If it says "Base > ResearchRevolution", then you are asking in the wrong place. It's telling you what mod adds this, and it isn't mine.
So... I don't know how to help you.
Try asking at the ResearchRevolution mod forum, or whatever they have for that mod.
So... I don't know how to help you.
Try asking at the ResearchRevolution mod forum, or whatever they have for that mod.
Re: and again... bobs research MK4?
Oh, thanks, still same problem.
Now it says from bobs tech.
Still missing alien sceincepaket (but there is no receipt)
Now it says from bobs tech.
Still missing alien sceincepaket (but there is no receipt)
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Re: and again... bobs research MK4?
Now i need to redo nearly 1/4 of my base bcause all receiped changed, perfect... need to do most researches again and.. ofc.. have now researches even WITHOUT any packs needed( or lets say, its not displayed)
-> 100h game fucked up
It just shows me alien sciencepack, and i cant craft it. I need a technology which i cant research because i need alien sciencepacks for it Oo..
-> 100h game fucked up
It just shows me alien sciencepack, and i cant craft it. I need a technology which i cant research because i need alien sciencepacks for it Oo..
- bobingabout
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Re: and again... bobs research MK4?
Yeah, if you removed that other research mod... well..
The other research mod (That's bringing the science pack changes in 0.15 into 0.14) it will have deleted alien science from the game.
Removing the mod will leave this hole. Try running the reset commands...
Unfortunately all researched technologies will already be researched, so any recipes that could have been unlocked would still be locked.
Simple solution would be...
Though, I don't know what else the other mod might have broken.
The other research mod (That's bringing the science pack changes in 0.15 into 0.14) it will have deleted alien science from the game.
Removing the mod will leave this hole. Try running the reset commands...
Code: Select all
/c for index, force in pairs(game.forces) do force.reset_recipes() force.reset_technologies() end
Simple solution would be...
Code: Select all
/c for index, force in pairs(game.forces) do force.recipes["alien-science-pack"].enabled = true end
Re: and again... bobs research MK4?
I dont understand.
Which packs belong to your mod? all except the alien sciencepack?
What does the 2. command do?
Is the alienscience correct?
Which packs belong to your mod? all except the alien sciencepack?
What does the 2. command do?
Is the alienscience correct?
- bobingabout
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Re: and again... bobs research MK4?
the second command turns on the alien science pack.
Science packs that should be there but NOT part of my mod: Science packs 1, 2 and 3, plus Alien science pack.
Science packs that are part of my mods: Science pack 4, Science pack Gold, and (colour) Alien science pack, red, green, blue, purple, orange, yellow.
Science packs that should be there but NOT part of my mod: Science packs 1, 2 and 3, plus Alien science pack.
Science packs that are part of my mods: Science pack 4, Science pack Gold, and (colour) Alien science pack, red, green, blue, purple, orange, yellow.
Re: and again... bobs research MK4?
Lol, okay, that is very complex. Im so frustrated that this problem happens after so long time (its my first playthru with bobs mods). Dont know if i should start new, or not..
If i start a new game, how to verfiy all packs are working? Because... at start, i dont have the receipes... is there a way to verfiy all is working 100% when starting a new map?
If i start a new game, how to verfiy all packs are working? Because... at start, i dont have the receipes... is there a way to verfiy all is working 100% when starting a new map?
- bobingabout
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Re: and again... bobs research MK4?
Check the mods list and verify that all my mods are installed and enabled
after that... all you can really do is browse the tech tree and check if any items you were having issues with are there in the new game.
after that... all you can really do is browse the tech tree and check if any items you were having issues with are there in the new game.
Re: and again... bobs research MK4?
Problem is i cant check it before reaching the point (as far as i know).
The problem is that in my old save i didnt had a receipt for the last science pack. But this i can only know if i reach the pack... again 20h into it, still not at that point, will report back if its broken again.
The problem is that in my old save i didnt had a receipt for the last science pack. But this i can only know if i reach the pack... again 20h into it, still not at that point, will report back if its broken again.
Re: and again... bobs research MK4?
You can check faster using this:nuhll wrote:Problem is i cant check it before reaching the point (as far as i know).
The problem is that in my old save i didnt had a receipt for the last science pack. But this i can only know if i reach the pack... again 20h into it, still not at that point, will report back if its broken again.
Code: Select all
/c game.player.force.research_all_technologies()
There is also
Code: Select all
/c game.player.cheat_mode = true