[1.1.42] Modifying .researched resets infinite techs
Posted: Sat Oct 23, 2021 11:21 am
Now, you may be about to say "well this is by design!", but consider the following:
will reset the tech as well. Now that's just silly.
This is reproducible with with an attached save and mod that just runs the above code on_research_finished. Note also that the research complete notification says you've finished level zero of the tech despite that not being what was completed.
Code: Select all
event.research.researched = event.research.researched
This is reproducible with with an attached save and mod that just runs the above code on_research_finished. Note also that the research complete notification says you've finished level zero of the tech despite that not being what was completed.