Factorissimo QRD fork

by eliont

A fork of fork of Factorissimo to made it compatible with QuantumResourceDistribution and SpaceExploration.

Content
1 year, 4 months ago
1.1
954

b Recursion technologies can't be disabled when discovery tree is present

1 year, 3 months ago
(updated 1 year, 3 months ago)

When this mod, version 1.2.3, is used together with Discovery Tree 1.1 the options to hide recursion technologies have no effect, they become always available.

notnotmelon's fork (🍴) 1.2.3 has this issue too, must be because of disabling a recipe through a runtime option rather than on startup.

1 year, 3 months ago

Well, it's because discovery tree owerrides tech tree handling.
Questions to discovery tree developer.

1 year, 3 months ago
(updated 1 year, 3 months ago)

Are you sure?

I ask because every mod sets up prototypes (and their technologies) during startup, this is actually the only mod (Factorissimo and its forks) that I've seen offering to make what is a prototype available or not from map settings and not startup settings.

Unless there's a way for Discovery Tree to tell whether this mod wants a technology available during runtime, and without any cooperation from this mod, I don't see it as an actual possibility.

1 year, 3 months ago
(updated 1 year, 3 months ago)

Is there a way for other mods to figure that a technology is meant to not be available?

1 year, 3 months ago
(updated 1 year, 3 months ago)

My mistake, I tested more and found out that Discovery Tree isn't related at all, I can reproduce the bug with only this mod enabled.

It's not that recursion technologies can't be disabled but rather than the map setting will only persist when set at game creation, if changed afterwards there's no effect in the tech tree.

This one and notnotmelon's fork (🍴) have this same behavior.

The original Factorissimo doesn't exhibit this problem, changing the setting during runtime results in the expected change to the tech tree.

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