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Yes, this is still a valid framework. I would recommend checking out the AQD Research mod before you try to build something from scratch - it has a way to build a custom tech tree (and uses this mod on the backend)
Having a true progression tree with research requirements, coupled with custom ores/components is on the list of wants.
Thank you in advance!
Yeah, I think there's a bug with that option that I haven't gotten around to fixing yet. Apparently the PlayerRespawned event fires even for initial spawn.. which is counterintuitive. I'm going to have to add a check for how many times a player has spawned and only clear the settings if the count isn't zero.
Is it possible to do something so that the option
<ClearOnDeath>true</ClearOnDeath>
on a Dedicated Server did not reset all technologies on any re-attachment to the server?
Cannot change AQD - Armor Expansion mod.
Unfortunately I can't provide a world for testing. Already fixed the problem in my tests.
Temporarily inserted AQD - Armor Expansion mod into my test Research mod.
There is a table https://docs.google.com/spreadsheets/d/1O6Ce6kHtIyIIVsOTWFy1OEnSve0L_FviFCFYZ-U5k6w/edit#gid=0
AQD_Tech_ARM_F1 is merged with AQD_Tech_ARM_A1
AQD_Tech_ARM_F2 is ok
Not sure what you mean. OverwriteOthers simply overwrites the entry in the dictionary I keep, which is what I use to do the unlocking and such.
Are you saying that two mods having an entry for the same thing get combined in the settings?
When the SubtypeId matches, the SubtypeId of the two mods is merged.