Techs effects, possible types?

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AlexPhoenix
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Techs effects, possible types?

Post by AlexPhoenix »

so, question is simple, possible effect types in technologies?

slay_mithos
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Re: Techs effects, possible types?

Post by slay_mithos »

unlock-recipe
ghost-time-to-live
logistic-robot-speed
logistic-robot-storage
character-logistic-slots
gun-speed
ammo-damage

As far as I can tell, that should be everything

drs9999
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Re: Techs effects, possible types?

Post by drs9999 »

+ lab efficiency
+ inserter stacksize bonus

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AlexPhoenix
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Re: Techs effects, possible types?

Post by AlexPhoenix »

so, then i cannot disable recipes?
(i wanna use deprecation system for recipes)

drs9999
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Re: Techs effects, possible types?

Post by drs9999 »

I cannot guarantee it, but I think that this is not possible (yet).

But I could imagine to use the control-script as a workaround. To do so you have to poll if the related research topic(s) is/are researched every now and then. If yes then disable the recipe from the script, if not then do nothing.

Hmm, it might be a good idea to suggest an "onResearchComplete"-event.

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AlexPhoenix
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Re: Techs effects, possible types?

Post by AlexPhoenix »

yes, this is needed.
but i will think about generating this manually

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FreeER
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Re: Techs effects, possible types?

Post by FreeER »

I can't remember any new ones being added since I created the technology-modifier page on the wiki so it should be complete

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Re: Techs effects, possible types?

Post by AlexPhoenix »

FreeER wrote:I can't remember any new ones being added since I created the technology-modifier page on the wiki so it should be complete
thank you.
i' write mod with OnTechResearched event, it is worked now.
But i'll do more testing before publish it.

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