[0.17.79] game.player.force.reset_technology_effects() unlocks technologies
Posted: Thu Jan 16, 2020 11:34 am
I'm playing with a mod NonWaveDefense, which has some bad behavior which doesn't load bonus effects properly on loading a save.
I modded in a command locally which resets technology effects and then applies wave defense bonuses, which worked fine, until I used it in Warptorio2 expansion.
Using game.player.force.reset_technology_effects() unlocked all the technologies, which normally have to be unlocked by progressing through missions. I don't know if "unlocked" is the right word, they're present in the tech tree, but the background is transparent (neither red nor green) until the proper mission is completed (or item used).
https://lua-api.factorio.com/latest/Lua ... gy_effects
Edit: Sorry for the bad title. I have the command proper, above.
I modded in a command locally which resets technology effects and then applies wave defense bonuses, which worked fine, until I used it in Warptorio2 expansion.
Using game.player.force.reset_technology_effects() unlocked all the technologies, which normally have to be unlocked by progressing through missions. I don't know if "unlocked" is the right word, they're present in the tech tree, but the background is transparent (neither red nor green) until the proper mission is completed (or item used).
https://lua-api.factorio.com/latest/Lua ... gy_effects
That doesn't sound like it should alter the red/green/transparent state of research.Reapplies all possible research effects, including unlocked recipes. Any custom changes are lost. Preserves research state of technologies.
Edit: Sorry for the bad title. I have the command proper, above.