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force.research_all_technologies() and hidden techno

Posted: Sun Jul 24, 2016 8:35 am
by binbinhfr
I don't know if it is intended, but when using force.research_all_technologies() (from console to search all technos available to the user),
even hidden technos are researched. Most of the time, hidden objects (technos/recipes) are hidden in order to be
managed by a mod and not shown to the user. They do not suppose to ever appear in the tech tree.
It would be nice if hidden objects remains hidden to all these "all" functions.
force.research_all_technologies() should switch the research/enabled status but not the hidden status.

example with Choumiko, "Module Inserter" : he creates a hidden techno that does not even have a locale name and
which appears like a strange bugged duplicate of automation techno.

Re: force.research_all_technologies() and hidden techno

Posted: Sun Jul 24, 2016 10:53 am
by Klonan
It is intended, the command is 'all technologies' afterall,

If you want to only research specific technologies just use

Code: Select all

/c game.force.technologies["technology-name"].researched = true

Re: force.research_all_technologies() and hidden techno

Posted: Sun Jul 24, 2016 10:56 am
by binbinhfr
Yes I know, but some users use this force.research_all_technologies() to "cheat" and avoid the research part of the game. And they make some weird technos appears. Then they come back to me saying my EfficienSee recipe-production-stats mod is not working and displays strange unknown technos or recipes... ;-)

So I thought that these technos could still be researched (attribute enabled), but remain with their hidden attributes on...
after it's called research_all_technologies() and not unhide_all_technologies() ;)