Allow trigger technologies to use max_level
Posted: Tue Aug 18, 2026 10:27 pm
I'd like to ask about the feasibility of letting trigger technologies, even select ones, to be compatible with max_level (As I just found out it doesn’t work
)
The main usecase for this would be to make it way simpler to create bonus/prod technologies that would rather not take research, or would feel more thematically correct using a trigger technology (like craft item/fluid, place building, send item into orbit, etc). My personal usecase was making a more balanced form of upgrading beacon distribution, where if you sent up a special item into orbit it'd research a bonus tech that'd increase it by X%.
Right now, there are two ways of achieving this feature:
1. Have a bunch of duplicate trigger technologies, the same way normal bonus technologies work in vanilla. (Looks weird to the player and causes tech tree bloat).
2. Use scripting to hide and replace technologies, to make it look like its the same technology. (Naturally has an overhead runtime cost, plus can cause issues with other mods).
I'm no good at scripting and the former option feels too clunky, even if i do shave down the amount of levels it has - so having this functionality in the API would allow for a lot more usecases for trigger technologies, presuming its doable within the engine
Right now, there are two ways of achieving this feature:
1. Have a bunch of duplicate trigger technologies, the same way normal bonus technologies work in vanilla. (Looks weird to the player and causes tech tree bloat).
2. Use scripting to hide and replace technologies, to make it look like its the same technology. (Naturally has an overhead runtime cost, plus can cause issues with other mods).
I'm no good at scripting and the former option feels too clunky, even if i do shave down the amount of levels it has - so having this functionality in the API would allow for a lot more usecases for trigger technologies, presuming its doable within the engine