Stellaris

Stellaris

Flexible Tech Prereqs
17 Comments
Pode 1 Mar, 2018 @ 11:13pm 
I forgot all about this and didn't even attempt to overwrite specific starting techs instead of the whole file. Get hold of Risa and see if he'll roll this into his unofficial patch mod. This is an essential bugfix, thanks for keeping it going.
LowBeyonder  [author] 1 Mar, 2018 @ 8:53pm 
Nope, still exists. Though with everyone getting access to all three weapon trees and some of the pre-reqs reduced, it comes up less often.
Raider1 1 Mar, 2018 @ 7:33pm 
Thanks for the 2.0 update! Is this still not sorted out in 2.0?
LowBeyonder  [author] 29 Apr, 2017 @ 6:22pm 
Ah, I'd read there was a bunch of weirdness around starting techs so I haven't gone anywhere near those. That might be part of it.
Pode 29 Apr, 2017 @ 12:36pm 
The oddness extends to non-FTL starter techs also, I'm getting my new ones to show up without localization because the vanilla ones are being duplicated not overwritten.
Pode 29 Apr, 2017 @ 10:57am 
Playing with it, it seems to be a case of unique wierdness with the starting FTL drive components and their related techs. So it seems I have to overwrite the vanilla but you don't.
Pode 23 Apr, 2017 @ 1:16pm 
Will do as soon as I get a chance
LowBeyonder  [author] 23 Apr, 2017 @ 10:05am 
Cool, post back if you do find out it's still an issue and I just can't reproduce it for some dumb reason.
Pode 23 Apr, 2017 @ 9:13am 
Well, time to redo my PreFTL mod and see if I can still force FTL to show up once researched then. Thanks for clueing me in on this change, will make compatibility patches a thing of my past.
LowBeyonder  [author] 23 Apr, 2017 @ 9:05am 
Yep, checked the ship builder and no issues. I'd be surprised if it had since ship components have their own definition files but you never know.

And yeah, finish_research is good but doesn't let you skip pre-reqs, I had to wait for someone else to develop tier 3+ stuff and go murder them to test that part.
Pode 23 Apr, 2017 @ 8:52am 
Other place to check is the ship designer to confirm you didn't get both autocannon available.
Pode 23 Apr, 2017 @ 8:50am 
There's a console command to finish current research that's almost as good when used with tech update to force a new draw.

If true that's really good news for my mods. Although it's be nice if someone mentioned that change in any of the patch notes, because it definitely duplicated in 1.2 and I had to structure my whole mod differently to get around it.
LowBeyonder  [author] 23 Apr, 2017 @ 7:56am 
I think it might be working as-is, actually, though the inability to learn a specific tech via console makes testing kind of annoying.

Locally, I edited the mod to give Autocannon "rocketry" type; created a new game, learned eight (non-Coilgun) T1 techs, and checked techweights. Learned Coilgun, checked again. Autocannon appeared in techweights only once, and when it came up in the research draw had the rocketry icon. Learned it, checked techweights again, no duplicate appeared.

(I did along the way discover a mistake with Flak Battery that's now fixed.)

I'll definitely keep testing it though.
LowBeyonder  [author] 23 Apr, 2017 @ 7:35am 
Hrm. I thought I'd checked for that but I'll confirm and re-release. Thanks for the tip.
Pode 23 Apr, 2017 @ 5:27am 
For some things that approach works and you should definitely use it for compatibility reasons. Unfortunately techs are one of the exceptions. What will happen is that your new tech will exist as a possibility alongside the vanilla tech it should replace and either one might come available. It's very frustrating.
LowBeyonder  [author] 23 Apr, 2017 @ 3:11am 
Hrm. My mod files just have new definitions of the specific techs in them. Do they not overwrite the vanilla versions of those techs? VERY new to modding Stellaris so there's a lot I'm still figuring out.

Also the tech prerequisite field won't take an OR (it, uh, crashes Stellaris on load), so I had to do it via weighting instead (weight = 0 if NOT = { OR = { has_technology etc)
Pode 22 Apr, 2017 @ 6:50pm 
Assuming you overwrote the vanilla tech files for this so they don't duplicate. I'm going to have to write comp patches for my mods to make them use this, it's too good a bugfix to not have.