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script.on_init(function()
game.forces.player.disable_all_prototypes()
game.forces.player.technologies.logistics.enabled = true
game.forces.player.technologies.optics.enabled = true
game.forces.player.technologies.turrets.enabled = true
end)
when you first open the research screen. This should default to a technology that is actually available for research.
(Would be useful for a mod that doesn't use the base game technologies at all, it's not nice to have Automation show up at first even if it's never used. I don't want to completely remove the base game technologies so freeplay/base game campaign can still be played with the mod enabled, the mod's technologies are only supposed to show up and replace the base game ones in the added campaign.)