Auto Research (fixed + re-published abandoned mod)


Automates research. Toggle GUI with Shift+T (customizable).

Utilities
14 days ago
0.18 - 2.1
39.8K

g Trigger techs

a month ago

I assume currently the mod checks if a research is researchable if it has a science cost.
Due to some outdated compatibility between Moshine and "Krastorio 2 Spaced out" the Magnetism tech (moshine-tech-magnet) is a trigger tech but also has a science cost.
Once i researched the planet discovery for Moshine, the auto research just stopped working. At least the research modes balanced,cheapest and fastest did. The remaining research modes still worked.
Once i blacklisted the Magnetism tech, it started auto researching again.
Therefore i assume the mod selected the Magnetism tech as next research target and tried to apply it, what failed.

My suggestion would be to not only check if a tech has a science cost, but also check if it's not a trigger tech to prevent these configuration errors as the game is perfectly fine with such a misconfiguration. Or check if a research was actually applied and print a warning if it failed so that the player can further investigate. Or in my case disable random researches until it worked again.
This may also be the issue the person in the 2.1 thread was facing. And yes I am also playing on 2.1

a month ago

Ty, will investigate.

14 days ago

I changed it to hopefully correctly ignore trigger-research techs.

But somehow it feels like a bug in the other mod as it seems impossible to enforce the ingredient-payment in addition to the trigger event.
-> If its a trigger research tech, it will get researched when the trigger triggers, ignoring the ingredient cost. (The ingredient cost is also not displayed in the techtree)

5 days ago

Thanks for the fix.
Yes, I agree that it is a bug and i have already reported it on there end.
But since it does not even create a warning in the logs, it is a bug which will go unnoticed for a very long time and will only show in conjecture with other mods.

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