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Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 12:23 am
by infinitehubgear
Just as a sanity check, what is the recipe meant to be on v0.10.12?

I've always had Steel, Fast Inserters, Advanced Circuits and Batteries, as the wiki says

Now the recipe has changed to needing Rockets instead of Batteries, you can imagine that disrupts the factory work flow! The change happened when I enabled experimental updates. (which doesn't fully work)

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 12:56 am
by -root
Mods change the recipes of some items.

I'd check that you haven't installed one recently that changes the default setting.

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 1:17 am
by FishSandwich
Interesting! Rockets haven't been used as a science pack 3 ingredient since before 0.9

As for why it happened, I don't know(doubt enabling experimental updates would cause it, what makes you think that doesn't work btw? 0.10.12 is the most recent version so you can't update further than that). Maybe a mod did it as root suggested.

Either way, (making sure any mod is turned off) you can invoke game.resetrecipes() in the console to fix it.

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 1:57 am
by infinitehubgear
"Cannot execute command. Error. [string "game.resetrecipes()"]:1: LuaGame does't have readable property resetrecpies"

I've only ever had the Furnace Attendant mods, I guess that counts as vanilla?

As for the updater not working properly, I've realised that it helps if you copy over the Factorio dmg to Applications on the Mac OS, since there's problems with read only access. Once I've Installed properly then the updater works. It still doesn't solve the above error though.


Interestingly I think that if I'm not connected to the internet then Factorio seg-faults on at the end of the loading all the assets. Thats what I think I see in the log files, I think it was trying to get the Furnace Attendant mods but couldn't install it. Though it might be another issue going on,

11:33:38 Info None: 2014:10:17; Factorio 0.10.12 (Build 10773, mac)
11:33:38 Info Mods: Loading mod core 0.0.0
11:33:38 Info Mods: Loading mod base 0.10.12
11:33:38 Info Mods: Loading mod trailer 1.0.0
11:33:39 Info Atlas: Initial atlas bitmap size is 8192
11:33:39 Info Atlas: Created atlas bitmap 8192x4753
11:33:50 Info Updater: Downloading https://www.factorio.com/updater/get-av ... iVersion=2
11:34:00 Warning Updater: Download failed (Couldn't resolve host name -- name lookup timed out)

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 2:08 am
by FishSandwich
My bad, that should be game.player.force.resetrecipes()

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 2:13 am
by DaveMcW
You need to disable the trailer mod.

https://forums.factorio.com/forum/vie ... php?t=4273

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 2:29 am
by infinitehubgear
No console output from the reset command this time round. But the recipe is still the same. Incidentally Science Pack 2 insists on Electric Circuits and Transport Belts.

Despite not having the tech tree complete, I can now build anything now. Including player ports and rail guns. Might have fun with that =)

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 2:43 am
by infinitehubgear
Thanks Dave, that does the trick. I did have fun with the rail gun, a bit slow though! :lol:
My particular save still has all items available despite the tech tree, earlier ones don't.

I still think the seg-fault issue is separate, I'll have to try and recreate it again...

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 3:28 am
by n9103
run the reset recipes command again, and would probably be a good idea to do a resettechnologies command as well.

Re: Science Pack 3 Recipe

Posted: Sat Oct 18, 2014 5:45 am
by ssilk
moved from general