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Starting tech issues #634
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Another possibly broken one: The lamp doesn't depend on glass. I don't remember if it did in 1.1 |
The common pattern seems to be that these are base Factorio techs that are missing their additional Py dependencies? |
I spent some time trying to debug this. It appears that the cached configs haven't been properly re-generated for Factorio 2.0. An obvious error is here where the cache still refers to "optics" instead of "lamp" as the technology name. Unfortunately my attempts to force |
Perhaps related: Both Storage Tanks and Niobium unlock niobium pipes. In other words, you get the recipe for niobium pipes as soon as you research storage tanks. |
Mod source
Factorio Mod Portal
Operating system
What kind of issue is this?
What is the problem?
These are the starting techs for a full Py run. The four ones with later techs shouldn't show there, obviously. I think this is mostly caused by the efficiency module and stack inserter renaming that 2.0 did.
I also think the radar is weirdly placed, since it requires circuits to craft, which are later in the progression.
Steps to reproduce
No response
Additional context
No response
Log file
No response
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