physical projectile damage prerequisites missing

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bobingabout
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physical projectile damage prerequisites missing

Post by bobingabout »

The initial technology has a prerequisite of Military (1) technology.
The final infinite technology has a prerequisite of Space science pack technology.
Every other level (and the final) has a prerequisite of the previous level.

None of them (except the final) have any science pack technologies as prerequisites.

it may be possible that this is true with other upgrade technologies like this, but, in my effort to plug all the prerequisite holes in my mods, this one came up.

EDIT: Weapon shooting speed is the same.

edit2: and many other upgrade technologies including inserter stack size boosts and lab speed.
Last edited by bobingabout on Thu Mar 12, 2020 10:08 pm, edited 1 time in total.
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valneq
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Re: physical projectile damage prerequisites missing

Post by valneq »

This is a duplicate of "not a bug"

viewtopic.php?f=23&t=67218

[edit:] see also
viewtopic.php?f=11&t=65379

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Klonan
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Re: physical projectile damage prerequisites missing

Post by Klonan »

bobingabout wrote:
Thu Mar 12, 2020 5:44 pm
effort to plug all the prerequisite holes in my mods, this one came up.
We don't want to plug the holes,
People aren't dumb, if they see the science pack in the tech screen, it is obvious that they need that science pack

I think we only use the science pack dependencies to ai is discovery, so for new unlocks and tech paths, not for every old technology which you can now upgrade another level

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bobingabout
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Re: physical projectile damage prerequisites missing

Post by bobingabout »

Klonan wrote:
Mon Mar 16, 2020 2:08 pm
bobingabout wrote:
Thu Mar 12, 2020 5:44 pm
effort to plug all the prerequisite holes in my mods, this one came up.
We don't want to plug the holes,
People aren't dumb, if they see the science pack in the tech screen, it is obvious that they need that science pack

I think we only use the science pack dependencies to ai is discovery, so for new unlocks and tech paths, not for every old technology which you can now upgrade another level
I mean... it makes sense to me.
People were complaining at me saying "But I can research Blah before unlocking the science pack needed to research it!"
Okay, sure, so I added the prerequisites for those. I had someone helping me writing a list of missing prerequisites though, and they wrote down a few of these upgrade technologies, some from the base game.

I can see their point, but I can also see yours. There is a distinct pattern, All the ones missing these science pack prerequisites are "Upgrade" technologies.
If you were to click on the science pack technology to see "What does this unlock for me?" you probably want to see things like... Advanced Electronics 2... but probably don't care about "Gun shooting speed 3".
Space Science being an obvious exception to that rule, because it is ONLY used in upgrade technologies.
But some people expect all of them to be locked behind the gate anyway.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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