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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.
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.
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.
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)