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[0.11.x]Science pack prerequisites 0.0.1

Posted: Thu Jun 18, 2015 11:33 am
by ThaPear
As requested in this thread
Science pack prerequisites

This mod fixed the prerequisites in the science tree.
Any research that needs science pack 3 is guaranteed to have battery and advanced-electronics as its prerequisite.
Any research that needs the alien science pack is guaranteed to have alien-technology as its prerequisite.

It should also work with mods, but it will not consider any changes those mods make to the requirements for creating science packs. So it will still make them need battery, advanced-electronics and alien-technology.

It's been extensively tested by booting up the game and checking if the prerequisites were there.
It cannot cause desyncs if all players in an MP game have this mod.
SciencePackPrereq_0.0.1.zip
(1.13 KiB) Downloaded 456 times

Re: [0.11.x]Science pack prerequisites 0.0.1

Posted: Thu Jun 18, 2015 3:59 pm
by Talguy
Yes! Going to test :)

I like that all the tech that needs science pack 3 now also needs advanced circuits and batteries.

Re: [0.11.x]Science pack prerequisites 0.0.1

Posted: Fri Jun 19, 2015 7:54 am
by Degraine
I'm...not sure why you would need this. Isn't requiring blue science self-evident? Science pre-reqs are one thing, all of the technologies' formal pre-requisites are actually thematically linked to them.

Re: [0.11.x]Science pack prerequisites 0.0.1

Posted: Fri Jun 19, 2015 7:58 am
by Takezu
Well sometimes on a new map i found my self asking... blue since how the heck was the recipe.
Makse it a bit easier to remember i think ;)

Re: [0.11.x]Science pack prerequisites 0.0.1

Posted: Sat Jun 20, 2015 6:18 am
by jockeril
This mod sounds like a good idea for new players to try :idea:
Takezu wrote:Well sometimes on a new map i found my self asking... blue since how the heck was the recipe.
Makse it a bit easier to remember i think ;)
I also agree with you - i think a better solution would have been a tree-map gui with interactive link/highlighting when you press a tech (just came up with it :ugeek: ), but consider that it can help guide the progression in technology for new players...

Re: [0.11.x]Science pack prerequisites 0.0.1

Posted: Sat Jun 20, 2015 7:14 am
by Takezu
I think leaving the blue sience packs open, or rather visible, would be the best solution. I can't craft it anyways until i get Bateries and Advanced Circuts.
But seeing that out of the recipe is the easiest way, at least much easier then hunting around in the sience tab figuring out where it hides.