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Technologies of scenario
Posted: Sat Apr 05, 2014 1:04 pm
by Reygan
When save was exported to scenario, its researched technologies stay researched, but technologies with upgrades resets its bonuses.
Is there any way to editing technology tree in map editor?
Also, is any way to switching all alredy researched technologies to unresearched?
Instead of that -
Code: Select all
game.player.force.technologies["some-tech"].researched = false
Re: Technologies of scenario
Posted: Fri Jun 27, 2014 10:14 am
by slpwnd
Map editor can't do this at the moment. The best is to attach a script that will put things in order on startup.
As for the second question. There is not explicit disable all function in the api. But you can simply iterate through the game.player.force.technologies table and set technologies to not researched in a cycle.
Something like (from the top of my head without trying):
Code: Select all
for name, technology in pairs(game.player.force.technologies) do
technology.researched = false
end
Re: Technologies of scenario
Posted: Wed Jul 02, 2014 12:31 pm
by Reygan
Yeah, this is the only way. Will be better if exist one command like game.force.researchalltechnologies(), but with reverse acion.
Re: Technologies of scenario
Posted: Thu Aug 28, 2014 4:37 pm
by kovarex
Hi, this is solved for 0.10.9, and the changes are described here:
https://forums.factorio.com/forum/vie ... =30&t=5066
Reygan wrote:Yeah, this is the only way. Will be better if exist one command like game.force.researchalltechnologies(), but with reverse acion.
There is game.player.force.reset() now, it resets everything (in 0.10.9)