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Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Sun Dec 27, 2020 10:47 am
by jodokus31
Vilkra wrote:
Sat Dec 26, 2020 9:41 pm
I'm playing seablock with this mod right now and it might just be me, but I'm not of making laboratories themselves complex to make. For example, I was trying to get purple science and I could do it, but the lab itself required tungsten plates, processing units and etc, which are used for yellow science. That basically means I will have access to yellow and purple packs at the same time and there's no choice.
Yellow labs are tough in seablock. I like that! It's a big step

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Sun Dec 27, 2020 2:26 pm
by mexmer
Vilkra wrote:
Sat Dec 26, 2020 9:41 pm
I'm playing seablock with this mod right now and it might just be me, but I'm not of making laboratories themselves complex to make. For example, I was trying to get purple science and I could do it, but the lab itself required tungsten plates, processing units and etc, which are used for yellow science. That basically means I will have access to yellow and purple packs at the same time and there's no choice.
Tier 4 lab is intentionally hard. In default setting it is only lab allowed to have modules, also it’s only lab to produce space science and of course it has higtest research speed boost.

While you might find it especially hard because of requirement, usually when you are at tech tier you need to build that lab, you should have at least partially automated most of materials for it’s components.

Labs also are made way they are made to lead people to research certain technologies, they will required for production anyways. Before i made labs, when i was playing sometime i just lead research in some way, then i found out i need to research lot of stuff i put “away”, just to get science pack running or better automation working, so i made labs, that need another part of research tree and don’t forget about it.

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Mon Dec 28, 2020 12:02 pm
by mexmer
@Saienai notified me, that science multiplier is not applied to science packs that are defined as objects (eg. type/name/ammount) instead of pairs (name,ammount) as result of this some technologies from other mods were not affected by multiplier settings (normal/uberwafe/extended). this is now fixed for version 1.0 and 1.1 as a result you might see increased research cost for technologies, depending on your multiplier.

if you play with "noadjustment" settings, you will not be affected

mind, this is long standing bug, since i have not touched formula and adjustment function.

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Fri May 14, 2021 7:15 pm
by robertwmack
Trying to ts why I'm not able to continue my research to get the labs.

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Mon May 17, 2021 8:37 am
by mexmer
Can you post lids of mods you using, or even better configuration files from mods directory so i have both list and settings

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Mon May 17, 2021 1:09 pm
by robertwmack
mexmer wrote:
Mon May 17, 2021 8:37 am
Can you post lids of mods you using, or even better configuration files from mods directory so i have both list and settings
Mod list
mod-list.json
(5.61 KiB) Downloaded 318 times
Settings file won't attach (DAT file)

https://www.dropbox.com/s/k25j6hq4wiacg ... s.dat?dl=0

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Fri May 28, 2021 9:11 am
by robertwmack
Any ideas?

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Fri May 28, 2021 11:17 am
by mexmer
robertwmack wrote:
Fri May 28, 2021 9:11 am
Any ideas?
yes. looks it's similar issue to other one, where something disables technology, that is prerequisty for lab research, i will need to add another check od prequsities in data-final stage, should make fix during this weekend.

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Mon Sep 06, 2021 12:12 pm
by Daassan
Hmmm it seems that i cant craft the t1 lab. I can make its components but not the lab itself. Is there a bug or just my list of mods?

But i cant see any other mod which tinkers on the science around aside the ones your mod is expecting, like bobs, angles and aai.

https://pastebin.com/sJPLephs

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Mon Sep 06, 2021 5:43 pm
by Silari
Daassan wrote:
Mon Sep 06, 2021 12:12 pm
Hmmm it seems that i cant craft the t1 lab. I can make its components but not the lab itself. Is there a bug or just my list of mods?

But i cant see any other mod which tinkers on the science around aside the ones your mod is expecting, like bobs, angles and aai.

https://pastebin.com/sJPLephs
AAI Industries messes with labs IIRC, most importantly it adds a Burner Lab that's meant to be your first lab, which might be interfering.

Re: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Posted: Wed Sep 08, 2021 8:01 pm
by mexmer
guess i will need recheck compatibility with aai, didn't update it for some time.