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Remove trigger technologies and fix technology tree #445
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Remove trigger technologies and fix technology tree #445
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@@ -26,6 +26,11 @@ data_util.add_or_replace_ingredient( | |||
"iron-plate", | |||
{ type = "item", name = "iron-beam", amount = 4 } | |||
) | |||
data_util.add_or_replace_ingredient( | |||
"assembling-machine-1", | |||
"electronic-circuit", |
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I saw now that there is some code in prototypes/updates/add-automation-core-recipes.lua
but it seems like it does not trigger and that is why it broke for multiple recipes, I suppose I could try to figure out what is wrong. It seems to be the same issue for
- assembling-machine-1
- electric-mining-drill
- splitter
I was actually planning on keeping the trigger technologies, but I haven't looked into how it will behave with the basic tech card yet. |
Ok right. From having looked at it a bit closer I think it is easier for the 2.0 work to first get it working as it was before and then add K2 specific trigger technologies into K2 tree in a separate PR. K2 kind of chokes on the vanilla triggers so that would be a much bigger task with product decisions than just restoring functionality. |
Many thanks for looking at the previous PRs!
This PR aims to align the K2 technology tree for 2.0 with what it was in 1.1, in particular removing the trigger technologies and attempting to reconstruct what we had in 1.1. It seems like this is the easiest way to fix the K2 technology tree so it makes sense again. But I can adjust if you think otherwise! This was a bit more tricky than the previous PRs.
I have been running 1.1 and 2.0 side-by-side and comparing the following:
Also partially play-tested.
Needed to enable a number of items that were disabled by default in 2.0:
A few technologies had to be recreated based on factorio-data from 1.1
For steel-axe:
For electronics
For oil-processing
For how it looks in the UX (this is running with the icon fix from the other PR):