I too am late, but I just had this problem..Orib0ck wrote:Most players don't have that problem because they don't add mods to a running game.aklesey1 wrote:I know, but its not active, how to make it active? I don't remember may i'm stared this game before i installed ur mod? and chlorine processing was researched beforekinnom wrote:phosgene is among the chlorine recipes
I know, it's maybe a little bit late, but for the future:
This will reset that specific research and if you "re-research" it, the new recipes will show up in the inventory:For example with chlorine processing 1 from Angel's Petrochem:Code: Select all
/c game.player.force.technologies["HERE_TECHNOLOGY_NAME"].researched = false
@kinnomCode: Select all
/c game.player.force.technologies["chlorine-processing-1"].researched = false
(I'm using full Bob's and Angel's)
I found two bugs: One in the locale at advanced chemistry 5 and another one at the cyan-metal-catalyst, where you should increase the stack size to 100.
Are you releasing PCP 0.0.5 when Factorio 0.15 will be released (And Angel's and Bob's be updated)? Pls, I like the mod
When you don't know the internal name of the recipe (or technology), and you need to be precise to be able to (de)activate it, it's quite tricky.
I did a small script to help find it:
viewtopic.php?p=256425#p256425