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Once you start studying occult things the random research selector will sometimes pick an Anomaly research project to use at the 'normal' research bench, so you never progress on that research. It sits at 0/10 forever.
You are also constantly prompted to choose an anomaly research project (but can't as this mod blocks out the option). Because of this, you can study things but you will never unlock any anomaly research.
Mod would need to be re-worked to treat anomaly projects different from 'regular' research projects.
TL;DR how does anomaly research even work
I'm running Research Reinvented, Tech Advancing and Ancient Technology
Thank you for this mod, it's beautiful, it's wonderful and you're a scholar and a gentleman.
Either way, thanks for the mod and updating it to 1.4!
I always felt like it was strange that 1 person dinking around at a table for a few days can just suddenly build batteries or ARs. It would be cool to build a mod where you need to acquire or examine objects before researching how to make them, but it would be way too complicated to make it work well.
It's the first time I play the mod with the reveal before research completion, and so the first time I use the re-roll research button.
I just discovered that research previously cancelled can be chosed again by the random research, without warning (it was the short research "Long blades", so few research time lost).
It is wanted?
I would prefer that previously canceled research can't be randomly started again if others choices exists, please.
Exception filling window for Verse.ImmediateWindow: System.MissingMethodException: void Verse.DebugActionAttribute..ctor(string,string)
at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesInternal(System.Reflection.ICustomAttributeProvider,System.Type,bool)
> Mod seems to work fine in 1.3
Which is my assumption for every mod. People blindly saying '1.3' when it works fine is annoying.