[0.12.26] research screen defaults to Automation

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prg
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[0.12.26] research screen defaults to Automation

Post by prg »

...even if it's not available.

Code: Select all

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)
results in
automation-unavailable.jpg
automation-unavailable.jpg (29.69 KiB) Viewed 2355 times
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.)
Automatic Belt (and pipe) Planner—Automate yet another aspect of constructing your factory!
Oxyd
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Re: [0.12.26] research screen defaults to Automation

Post by Oxyd »

Fixed in 0.12.27.
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