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Automate force_technology_reset() on mod updates?

Posted: Fri Feb 22, 2019 9:08 pm
by evopwr
Regarding thread viewtopic.php?f=219&p=399458#p399458

Is it possible for the game to do a "force_technology_reset()" when mods are updated?
This would ensure strange behaviour doesnt happen if a technology/recipe changes between mod versions, and ensure your game is always "in sync".

I assume there must be a reason, just curious,
Cheers,

Re: Automate force_technology_reset() on mod updates?

Posted: Sat Feb 23, 2019 12:54 am
by Rseding91
Technology modifiers can be changed runtime unrelated to research. Just erasing and resetting them every time a mod changes is going to cause more problems than it might fix.

Re: Automate force_technology_reset() on mod updates?

Posted: Sun Feb 24, 2019 12:30 am
by evopwr
All good, I knew there would be a reason, just thought i'd ask.
Thanks for taking the time to reply :)

Re: Automate force_technology_reset() on mod updates?

Posted: Mon Feb 25, 2019 8:04 am
by darkfrei
Rseding91 wrote:
Sat Feb 23, 2019 12:54 am
Technology modifiers can be changed runtime unrelated to research. Just erasing and resetting them every time a mod changes is going to cause more problems than it might fix.
Which new problems it can makes?

Re: Automate force_technology_reset() on mod updates?

Posted: Mon Feb 25, 2019 2:58 pm
by bobingabout
I break everyone's mods then, because I added it to on_configuration_changed on one (or more) of my mods.

I basically did it because I make so many changes to unlocks between versions that it was just way easier to call it than painstakingly go through every possible change and unlock them all on mod install.

Re: Automate force_technology_reset() on mod updates?

Posted: Mon Feb 25, 2019 3:24 pm
by darkfrei
Here must be some force.technology_reset({safe_mode = true}), that enables all recipes that must be enabled and doesn't touch any recipe that was enabled earlier.