Regadless if this becomes it's own mod or vanilla option (<- I hope this because more game compatibility), the ideea is that anything that is added via mod and does not already have it's own research to unlock, to add it's own research where we can chose what sience patch it needs (and how much) as well as the "location" (aka what needs to be researched before, meaning we can add it where we want it. Bonus: the option to make them infinite research (if possible).
Exemples: No surface restriction, aka you can have ultimate fun. Maga base on spaceship? yep
Gleba no more spoilage: So spoilage is a major pain however end game, when you unlock/research the no spoilage mod, you can finally enjoy the planet as well as transport any egg and sience without needing to constantly monitored
Legendary unlock from start MOD: the ideea of this suggestion: you set the MOD to be unlocked once you research the mod, it being whereever you want. Like 1st of the game (mod default), Gleba or fulgora sience. Maybe in between, aka space sience
Used a mod to change the module's % value? it will be vannila until you unlock the mod via research (and here comes the ideea of infinite, aka the bonus to be added again and again via infinite research)
More moduel slots, once again, insted of starting with them, it can be an unlock via research. Copy paste for turret range,electric pole rage, train's stats, so really, anything that a mod adds that is unlocked instantly/no research needed
Another advantage of such addition: if a mod is locked behind a sience because of the author, but you want it sooner because you want to play using said mod and not get it tens of hours later, you can "ajust" when said mod is unlocked. Best exemple is hands down space exploration mod, because not everyone want to play a challange game.
Taking this to the next level: the ability to modify even the vanilla ones. Let's say we want legendary to be moved to Gleba, so we only remove the Aquilo sience and reajust where it is
The best exemple would be: bots can be unlocked way sooner <- this is only to unlocked them, the materials needed to craft them is not affected
Unlock MODS via research
Moderator: ickputzdirwech
Re: Unlock MODS via research
This is commonly achieved with helper mods. Mod A (or base) adds a thing or technology, Mod B modifies the definitions from Mod A to change the unlock criteria. That's how all the quickstart mods work, for example. However, due to the fact that settings are generated before the data phase, you can't actually read what technologies are created and then make settings for them all. You have to know ahead of time which settings are needed for each mod that is installed. There isn't really a way around that.
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk