Tech tree changes.I'll update it. Suggestions as to what to add is also welcome.
Production chains.
New entities.
Screenshots.
Tech tree changes.I'll update it. Suggestions as to what to add is also welcome.
Started a brand new game (MP) after getting all the mods together. Running 0.12.6 of the mod (according to the in-game mods menu)UberWaffe wrote:Had you already researched alien technology before installing the mod? It appears I have a problem in my migration scripts.tjmonk15 wrote:
See my reply below to @hitzu, if that is the case.
If not, can you tell me what version of the mod you are using?
Sorry if I came across as a bit abrupt. I had some frustrating encounters with people in the Space Engineers forums who wanted the developers to nerf certain features into uselessness, and when that didn't happen they released nerfing mods with names like "tweak" or "rebalance", with the implication being that if you don't use the mod you're a lesser player. There's also a lot of this attitude in the Minecraft modding scene, see Gregtech for an example.UberWaffe wrote:I'll try and make it more clear in the topic name.GotLag wrote:A minor quibble about the name: if you're going to massively increase the cost/time requirements, don't call it a tweak. Or a rebalance. Call it Science Cost Increaser or something like that. Tweaker sounds like it's making some small adjustments in a few places. Maybe cheaper, maybe more expensive, maybe both.
Thanks for the information. I'll try and find out which mod combo is causing the strange interaction.tjmonk15 wrote: Started a brand new game (MP) after getting all the mods together. Running 0.12.6 of the mod (according to the in-game mods menu)
- Monk
P.S. Full list of mods, just FYI:
Landfill
Larger Inventory
MoreLight
Ore Expansion
Rail Tanker
Resource-Monitor-Mod
ScienceCostTweaker Mod
TiTaN's Mod
Treefarm-Lite
Blueprint String
Boxing
Fluid Barrel
Peace Mod
AlienPlant
Treefarm-AC
Code: Select all
"dependencies": ["base >= 0.12.0","? bobelecoveride >= 0.12.0","? UberTweaks >= 0.0.1", "? peacemod"]
No worries. It is just hard to change the name now since it is already used in a lot of places inside the mod / code.GotLag wrote:Sorry if I came across as a bit abrupt. I had some frustrating encounters with people in the Space Engineers forums who wanted the developers to nerf certain features into uselessness, and when that didn't happen they released nerfing mods with names like "tweak" or "rebalance", with the implication being that if you don't use the mod you're a lesser player. There's also a lot of this attitude in the Minecraft modding scene, see Gregtech for an example.
I don't mean to accuse you of this kind of pseudo-elitism, but just to explain where I'm coming from.
No such luck for me. Unzipped and have the mod in a folder, added the dependency for peacemod and still can't find the processors for the purple science pack. Just to make sure I am not blind, where exactly do they show up? I would assume right after the pieces for the blue science pack?UberWaffe wrote:Thanks for the information. I'll try and find out which mod combo is causing the strange interaction.tjmonk15 wrote:...
EDIT 1: I've setup the same mod-pack and I can reproduce the problem. Busy looking into it now.
EDIT 2: As you suspected, it is the Peacemod 0.1.1 mod. The fix is to add it as a dependency in the Science Cost Tweaker mod. I.e:I'll include the fix in the next version of the mod.Code: Select all
"dependencies": ["base >= 0.12.0","? bobelecoveride >= 0.12.0","? UberTweaks >= 0.0.1", "? peacemod"]
Glad you could get it working.tjmonk15 wrote: No such luck for me. Unzipped and have the mod in a folder, added the dependency for peacemod and still can't find the processors for the purple science pack. Just to make sure I am not blind, where exactly do they show up? I would assume right after the pieces for the blue science pack?
Any other ideas?
- Monk
Edit: Works after enabling the recipes through the console. I guess because of the issue you pointed out ^, when I researched alien tech, it didn't unlock the recipes correctly.
Thanks for the report. I have not yet updated this to take the new Bob's electronic changes into account.safan wrote:the bob's version may not be reasonable:
to automate green potions you need the assembler 2 with the electronic circuits that need solder. To have access to solder you need 600 green potions.
also note that bob's updated elecoverhaul to electronics.
gr.
Weird, I've played two maps with this mod and latest bobs mod to early blue potions without any issues. I get solder from basic electronics research (never mind the cost, I have several mods changing it):safan wrote:the bob's version may not be reasonable:
to automate green potions you need the assembler 2 with the electronic circuits that need solder. To have access to solder you need 600 green potions.
also note that bob's updated elecoverhaul to electronics.
gr.
Thanks for spotting that, it was in fact broken for alien science packs (vanilla), and dark blue and gold science packs from Bobingabout's Mods.cpy wrote:Alien science pack cost does not seem to work, with 0.12.7 version.
Everything in tier10 seem to be scaled i set 8x red green blue alien and everything is 8x except alien pack.
All the labs have a crafting speed of 1 (same as vanilla lab). The tiers are simply limit what can be researched inside them (mainly it is to make higher tier labs more energy expensive). So this shouldn't be happening.cpy wrote:Is it me or tier 3 lab or maybe others too (i haven really tested them all or noticed) is too damn fast. I mean i have 150s research time and it can do it in 10s without modules. Only with 2 lab speed upgrades.
Are you sure you aren't talking about a single "bottle" being consumed in 10s instead of one "tick" of research done in 10s?cpy wrote:Is it me or tier 3 lab or maybe others too (i haven really tested them all or noticed) is too damn fast. I mean i have 150s research time and it can do it in 10s without modules. Only with 2 lab speed upgrades.
hoho wrote:I have to correct myself. I just had a test with ElectroChemics lab vs Full Spectrum Atomics lab and the latter ideed runs faster, ~2.5x faster in fact. My misconception came from me not having upgraded my labs to tier three.
I'm running with a metric ton of mods and this one is configured at "normal" settings.
I believe the "problem" comes from the speed of science labs being a function of power usage. Each next tier of labs consumes more power and is able to chew through science packs at faster the rate. I'm almost certain it's a limitation in the base engine of the game. If you don't want to have super-fast labs then the power usage of them has to be scaled back.
Wait, really? I had never even imagined that would be the case. I had simply assumed as with everything else that full power simply means 100% of defined crafting speed, and that 'low power' can make it slower.cpy wrote:My idea of lab speed is same, i think more power it eats, faster it goes. I have to test it but i haven't had much time with factorio in last few days.