[Rseding91] [2.0.29] Trigger Techs reset progress on mod change
Posted: Fri Jan 10, 2025 5:35 am
1. What did I do?
Have a saved game, and then add or remove any mod that adds technologies.
Steps:
1) Load save, note that the steam technology is partially completed
2) Add any mod that adds at least 1 technology (or remove a mod with a technology, but this save has no mods enabled)
3) Load Save
2. What happened?
The steam power technology is now 0% complete, presumably every single trigger tech was reset to 0% complete.
3. What did I expect to happen instead?
The technology retains its previous completion state, (though I'd understand if newly added trigger technologies started from 0 as you weren't working towards them before.)
4. Does it happen always, once, or sometimes?
Always.
This isn't a big deal for the default technologies, but any mods that require crafting dozens or hundreds or thousands of items will really be set back by this bug.
Have a saved game, and then add or remove any mod that adds technologies.
Steps:
1) Load save, note that the steam technology is partially completed
2) Add any mod that adds at least 1 technology (or remove a mod with a technology, but this save has no mods enabled)
3) Load Save
2. What happened?
The steam power technology is now 0% complete, presumably every single trigger tech was reset to 0% complete.
3. What did I expect to happen instead?
The technology retains its previous completion state, (though I'd understand if newly added trigger technologies started from 0 as you weren't working towards them before.)
4. Does it happen always, once, or sometimes?
Always.
This isn't a big deal for the default technologies, but any mods that require crafting dozens or hundreds or thousands of items will really be set back by this bug.