Brain Damage Fixed!

by wadeack

Cures the crashes, keeps the memory loss! A fixed and multiplayer-safe version of the original Brain Damage mod that randomly forgets researched technologies based on interval or taking damage.

Tweaks
15 days ago
2.0 - 2.1
41

Changelog

Version: 1.0.3
Date: 2026.08.04
  Features:
    - Older researched technologies are now more likely to be forgotten than recently completed ones.
  Bugfixes:
    - Tech names printed in chat are now properly formatted as clickable technology icons and links.
Version: 1.0.2
Date: 2026.07.30
  Bugfixes:
    - Fixed a crash when a technology was cancelled.
    - Fixed a crash when no tech has been researched and the forget timeout kicked in.
Version: 1.0.1
Date: 2026.07.29
  Bugfixes:
    - Fixed an issue where transition between technologies (switching, completing, or canceling research) caused false "research stalled" warnings and immediate decay.
    - Fixed force targeting logic to properly locate active players and apply tech loss on damage/interval triggers.
Version: 1.0.0
Date: 2026.07.26
  Features:
    - Added idle research decay system: partially completed research now steadily loses progress when labs are inactive, configured as a flat Science Packs per Minute (SPM) rate for fair scaling across technology tiers.
  Bugfixes:
    - Fixed a crash on initialization/tick 0 caused by math.random running on an empty array when 0 technologies were researched ("interval is empty").
    - Fixed localized string formatting error in player print messages.
    - Fixed math operator precedence bug on interval calculations that caused technology loss every second instead of the configured minute interval.
  Changes:
    - Added safety checks for player/force existence to prevent nil reference crashes.
    - Added prerequisite research check so unresearched prerequisite technologies aren't spammed in chat.
    - Converted settings from startup to runtime-global so they can be changed in-game without restarting.
  Multiplayer:
    - Made the mod fully multiplayer-safe by targeting the damaged player's force instead of hardcoded game.players[1].
    - Broadened interval memory loss events to randomly select connected player forces.
    - Updated notifications to use force-wide printing so all teammates are alerted.