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You also don't need to research anything in the Map Editor. All technologies are available, or at least they use to be. What is the point of having a Map Editor if you have to research the technology before you can edit the map?
The red and green wires are unlocked by the circuit network technology and are in the logistics tab in the crafting menu (second row from the bottom, directly on the right of the lamp).
/c game.player.force.reset_technologies()
/c game.player.force.reset_technology_effects()
Those will disable your achievements for that map but it should fix some of the weirdness.
As I said, I'm running an unmodded version of the game, using the Map Editor. There are no cables, Copper, Red, or Green anywhere. Not under the Logistics section, not under any section.
However, there does appear to be a recipe using the Assembly Machines for creating both the Red and Green wires, but not the Copper wire.
So why didn't they include the wires in the game in the Map Editor? Are the developers stupid or just grossly incompetent?
(EDIT: my bad, it was not in the first post but it was in your answer after that)
(EDIT 2: It was not in that post earlier, that answer initially stopped at "gone from the game)
Select the tool "none", open your inventory with E and you'll find them there instead now.
Only pure entities are found in the "entities" tool now.
On the other hand, for a normal player jumping into the map editor and trying to find it, it takes significantly less time, especially if you also tried the sandbox mode where the free crafting recipes come from.
Any "item" type thing being in an inventory kind of makes sense to me as I barely touched the editor before that and only go there when there is someone asking where X or Y is.
To me it sounds pretty similar to how angry people get when they just start using the new hotbars, it originates from being used to the old system and not wanting to put time to try various things to see how the new one works.
The whole map editor might as well be brand new since it barely resembles the old one in many aspects, so it can take a while figuring out how to do everything.
Take your time to look at everything, take it as a new tool and you will notice that it does have its own logic for what is where and how everything works.
While you might only be aware of games a year or two before they are ready, most games above mini-projects take quite a few years to complete unless you either over-staff them to gain time (it ends up upping the total costs quite significantly because the ratio is not 1 for 1) or rush it with little regard to the state of the product at launch (which sadly became somewhat the norm since internet became so prevalent, "fix most of it post-launch" approach).
If you are not fine with the process of the "early access" loop of releasing content and then fixing it, over and over and polishing/fine tuning everything when nearing launch (which is what is currently happening by the way), I would tell you to stay away from "alpha", "beta", "early access" and any similar terms in the future.
Because unless it is for a game that already has a defined release date (with a publisher pushing hard behind it), meaning that those are part of the balance testing, fine tuning and advertizing rather than part of the development cycle itself, you will probably be waiting several years even if everything goes well (no dev going MIA for several months or anything like that).
Edit: yeah, not really relevant. Guess I just tooted my own "I HAD THIS GAME BEFORE IT WAS COOL!" horn. hmmmmm