[0.12.26] research screen defaults to Automation
Posted: Sun Mar 13, 2016 12:58 pm
...even if it's not available.
results in
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.)
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)
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.)