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Multistage technology triggers
Posted: Fri Jan 02, 2026 5:12 am
by protocol_1903
I'm wondering if it's possible to have tech triggers have multiple stages to them. By stages, I mean you have to complete trigger A before trigger B before trigger C before unlocking the technology. This could be something like crafting 3 different items, or 3 different scripted triggers. A better method for this might be something with logic attached, like how the train scheduling works. You have to consume 200 item A or craft items B and C. Obviously it would need limits to recursion or how many different triggers can be used but having options would be nice.
Re: Multistage technology triggers
Posted: Fri Jan 02, 2026 5:29 am
by eugenekay
Isn’t this exactly how the
Vulcanus Trigger Technologies and
Technology Prerequisites work? Eg, in order to craft a Big Mining Drill you must craft a Foundry; which requires Tungsten Carbide to be crafted; which requires a Big Volcanic Rock to be mined. This is a pretty clear sequential unlock in order to reach the Metallurgic Science Pack.
“Or” technologies can be implemented by having two different Technologies that grant the same effect.
Re: Multistage technology triggers
Posted: Fri Jan 02, 2026 11:00 am
by curiosity
eugenekay wrote: Fri Jan 02, 2026 5:29 am
“Or” technologies can be implemented by having two different Technologies that grant the same effect.
Not without scripting, since they can't unlock the same technology.
What the request appears to be aimed at is compactness (there's already a request for alternative prerequisites). But then you have to consider how this should be displayed, whereas the present system, while expansive, can't be said to be unclear.
Personally, I don't think this request is necessary. If the goal is a better-looking tech tree, then improving the technology browsing experience should take priority.
Re: Multistage technology triggers
Posted: Sat Jan 03, 2026 4:01 am
by protocol_1903
The request is both for compactness, understandibility, and ease of use. No user is going to see two of the same tech side by side and immediately think that they can do either one, they're going to think its a bug. Rightfully so, who sees two identical things that should be merged but aren't and doesn't think thats a bug. It also has the issue that any subsequent technologies must be dependent on both techs which defeats the purpose of having both of them around.
The goal is not for a better looking tech tree, but one where you have multiple ways of unlocking something without bloating the tech tree. Not the same thing. It's adding new options, not making existing things look better.
This would need a new way to display this information but that should be fine. Even a limited form of this would allow for much greater mod tooling.
An example: Kovarex processing can be unlocked by consuming some high number of uranium ore (say, 25k) OR producing 50 U-235. This can't be done with two separate technologies because it's redundant and any mod with a prerequesite on what would normally be one technology would require both technologies to be unlocked to proceed. To expand on the example, say you need to produce 50 U-235 AND 300 U-238 instead of consuming 25k uranium ore. That would be even more infeasible than the current system and still look insane on the tech tree.