- Design a mod that adds a new item and recipe into the game. The intention is to replace the vanilla item/recipe. (In my case this is to allow batteries to be made in assembly machine and stop them from being made in Chemical Plants.)
- Assign the modded item and recipe to the same research as the vanilla item
- Start game, note that vanilla item and modded item are unlocked by the research. So far, so good.
- In your mod, hide and disable the vanilla recipe, hide the vanilla item
- Start the game, note that the vanilla item still appears as being unlocked by the research. Not what I was expecting.
- In your mod, alter the technology effects so that the vanilla item's recipe is no longer unlocked when the research completes.
- Start game, note that only your modded item is unlocked now. Great.
- If you research as far as reaching your modded item, save the game and then toggle your mod off, the research screen displays the vanilla item again as being unlocked but it is not craftable
- If you DON'T research as far as your modded item, save the game and then toggle your mod off, then research as far as the vanilla item it IS craftable