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Add startup techs to DO #1452
Add startup techs to DO #1452
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This means you can build oil refineries before you have researched oil gathering. Would it be better to unlock the tech when oil gathering is researched? |
Changed to unlock them when the previous one is researched |
I'm not 100% sure if the check for triggers is a good thing. This is true for coal liquefactionm which is listed as "possible unlock" bu its not unlocked by script as it can be researched with packs. However, current map got me thinking as uranium and oil did not spawn before chem science, so players were stuck with no oil regardless of the tech unlocks. I think the issue to fix is at root: consistently spawn uranium and oil withing a reasonable distance (especially with terraforming enabled) so players dont soflock |
Yeah I'm not sure why it would be needed. We are specifing the techs to unlock for a given tech, that is all the control we need.
I think this is working as intended, with the redmew_data mod you can turn coal in to oil products and stone in to uranium, so no need to spawn them for normal maps. |
With the refactor, I've coded so if redmew_data is present, do not spawn oil/uranium as they're processed from coal/stone This is injected as part of the redmew compatibility, so the scenarios would always work whether users play it vanilla or with the data mod. With mod it's always safe as no special patches are needed and coal liq effects are duplicated in oil-processing. |
Unlocks some techs (uranium, oil) at startup if they require actions to be unlocked, to allow players to still unlock the recipes and prevent any softlock. This also helps with the dats stage that may add early coal liq or stone->uranium