Bob's Tech


Research expansion

Tweaks
2 months ago
0.13 - 2.0
245K

b [Cannot reproduce] stone-wall research disabled, prevents research of gate

4 months ago
(updated 4 months ago)

In technology-updates.lua around line 385.
prerequisites = {}
unit = nil

This prevents the gate from being researched. (I think.)
Is there something that replaces the gates? Maybe in one of the Bobs mods I did not install?
Been awhile since I played with these mods, so I may have missed something that changes or adds something to replace the stone-walls.

Also not sure what the research_trigger does.

4 months ago

In one of my local mods, in data_final_fixes.lua I added the following:
data.raw.recipe["stone-wall"].enabled = true
data.raw.recipe["gate"].enabled = true

And in my mod I added this mod as an optional dependency to insure my changes would supersede what was changed in this mod.

4 months ago
(updated 4 months ago)

Okay, I figured it out. The problems I am having are due to the 'Trigger Tech' that was added to the game.
I use a mod called no-more-trigger-techs that disables all that. This mod and the bobelectronics mod don't know about the no-more-trigger-techs mod.
I would like to change this from a bug to a feature request to add support for the no-more-trigger-techs mod.

4 months ago

I tried it but can't see any issue sorry. I enabled "No More Trigger Technologies" mod. This hid the stone wall tech and made the recipe available from the beginning of the game. Gate tech no longer depends on the hidden stone wall tech so there is no issue with researching it.

If you have a game where gate tech IS still depending on the stone wall tech, can you please provide a save file? Create a new game, save it, upload it, then post a link to it here.

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