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[0.12.26] research screen defaults to Automation

Posted: Sun Mar 13, 2016 12:58 pm
by prg
...even if it's not available.

Code: Select all

script.on_init(function()
    game.forces.player.disable_all_prototypes()
    game.forces.player.technologies.logistics.enabled = true
    game.forces.player.technologies.optics.enabled = true
    game.forces.player.technologies.turrets.enabled = true
end)
results in
automation-unavailable.jpg
automation-unavailable.jpg (29.69 KiB) Viewed 2472 times
when you first open the research screen. This should default to a technology that is actually available for research.

(Would be useful for a mod that doesn't use the base game technologies at all, it's not nice to have Automation show up at first even if it's never used. I don't want to completely remove the base game technologies so freeplay/base game campaign can still be played with the mod enabled, the mod's technologies are only supposed to show up and replace the base game ones in the added campaign.)

Re: [0.12.26] research screen defaults to Automation

Posted: Sun Mar 13, 2016 4:32 pm
by Oxyd
Fixed in 0.12.27.