So, I played Seablock 0.16 and decided to instead go for a regular game, so, from the 30-ish mod list, I disabled the seablock specific ones (A Sea Block Congif_0.2.4, etc) and started a new game.
As I was advancing in that game, I realized some recipes were locked: higher tier logistic robots, beacons, power poles etc were uncraftable. I tried re-downloading the mods individually and replacing the old ones (to try and discard any possible pre-configuration for seablock), but the problem remained. If I started a new save tho, the recipes were craftable.
Is there a way to unlock those recipes in my old save without having to start a new one? Maybe edit some config files?
Thanks in advance
Enabling recipes in a modpack save
Enabling recipes in a modpack save
- Attachments
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- As new saves don't have this problem, looks like I should be able to change some config files in this one to unlock the recipes
- savefiles.PNG (11.58 KiB) Viewed 1462 times
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- The mods folder
- modfiles.PNG (20.33 KiB) Viewed 1462 times
Re: Enabling recipes in a modpack save
I made it! replacing, in the save files, the "script.dat" files for the ones in the new save.
- eradicator
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Re: Enabling recipes in a modpack save
For future reference:
Code: Select all
/c game.player.force.reset_technologies()
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.