I've managed to fix a similar problem, so in case you are still playing it, you can do something similar.PiBar wrote: ↑Sun Sep 15, 2019 11:32 amHi Sopel, thank you for this challenging modpack! After more than 100 hours, I’m still enjoying it very much.
I also encountered the dependency loop Kuchikucha mentioned in the previous post, which I solved by cheating in 1 laser turret to build the rare earth extractor. I now have chemical science packs and science pack 11 and below automated.
However, I’m now facing another dependency loop: Most following science packs require science pack 12, which requires paramagnetic material. Here is the more detailed dependence tree:
I think the all these dependencies can be fixed by making paramagnetic material available before the nanotechnology research, or by removing production science packs from the nanotechnology research requirements.Science 12 (robots) <- Construction robot <- Construction robot brain MK1 <- Paramagnetic material <- requires Nanotechnology research <- production science pack
Production science pack <- Express Science Accumulation chip <- Science 12,15,17
Production science pack <- Computation Unit <- Logistic robot brain MK1<- paramagnetic material
Science 15 <- Science 12
Science 17 <- Science 12
Any advice? Are you still making modifications to this mudpack?
For me problem was: to build Science 12 I needed a Personal battery -> but to unlock it you had to already have Chemical Science pack (Modular Armor depends on Advanced electronics) -> You can't build Chemical Science without Science 12.
I've been thinking how to fix it "properly" without breaking the game or removing the fun. So I endedup doing the following:
Essentially, I moved the Advanced electronics dependency from Modular armor to Power armor. Now I can get to the Personal battery.
You can probably have a similar fix to your problem (I haven't encountered it yet, so if I do I'll post an update on what I did to fix it.
So what I did technically was to edit one of the addons (I should have probably created my own addon for that, but I've no idea how so I just went ahead and edited another mod (knowing that I don't plan to install any updates that would wipe this change).
0. Backup your mods folder
1. Go to C:\Users\<your-username>\AppData\Roaming\Factorio\mods
2. Unpack bobtech_0.17.3.zip
3. Edit bobtech_0.17.3\prototypes\technology\technology-updates.lua
4. Add the lines above somewhere in the file
5. Save the file
6. Pack bobtech_0.17.3 back into bobtech_0.17.3.zip
7. Restart the game
It worked for me, the dependency is now the way that I can continue playing. Hope it helps anyone