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Question about hiding technologies in mods.
Posted: Mon Sep 04, 2017 3:15 pm
by Aubog007
Is there any way when one mod overrides another's (or the base game"s) technology, that any mods that call for it, default to the one that overrode it?
Or else you get situations like this

Re: Question about hiding technologies in mods.
Posted: Mon Sep 04, 2017 3:36 pm
by bobingabout
That should already be the case... you can force it to overwrite if you specify the other mod as an optional dependency.
Re: Question about hiding technologies in mods.
Posted: Mon Sep 04, 2017 11:24 pm
by Aubog007
So it's the mod's fault completely? there's coding to prevent this kind of mishap?
Because i want to know which mod is at fault.
Re: Question about hiding technologies in mods.
Posted: Tue Sep 05, 2017 12:10 am
by DaveMcW
Your mod should:
1. Add the new tech in data.lua
The override mod should:
1. Do the changes in data-updates.lua
2. Loop through data.raw.technology and each prerequisites sub-table to update the prerequisites.