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1. if i would use a config file from outside the game then the user would have to specify the exact world name or ID or something.
2. if i would create a menu in the main menu then it would be the same. It would be very complicated.
one possible way would be to add a "Mod Options" button when you click "menu" ingame.
CCL adds that. But that would require CCL then... I'll improve it if i , or someone else, comes up with a good way of implementing it. Which both isnt too complex for the user, and somewhat simple to implement, so that there cant be many bugs, because that again is bad for the user.
And, some people might need to tweak values mid game if they add mods which adds research. I would like this mod to be very customizeable (and user friendly).
Now, for the feature request: I'd like a configurable parameter for the 100% of techs of a level (and 50% of tech of a higher level), so I can advance my tech level when I complete e.g. 80% of techs of a level (or 40%).
Direct application: there are mods which offer repeatable techs (such as the Call of Cthulhu mod, where the same research, repeated, gives access to different gods). Since that research may not ever be marked as complete, the corresponding tech level will not trigger the 100% completion.
The research isn't done for a loong while. Its description states that each time it's completed, it discovers another lovecraftian god - so, another string in a list of string. Easy to add a few pregenerated names, then add random ones for functionally infinite research.
There are similar mods which add cyclic researches, and the usecase of cyclic research should (well, that's my opinion, but it's your time and work) be treated somehow, even by ignoring it.
50%: That's what I'm doing now:
Basically, I'm starting neolithic, and the cyclic tech is also neolithic. To bypass it, I have to research 50% of all medieval tech, at 2x cost. Not ideal, and that's why I asked for the 'slider' (no matter its UI implementation).
Oh, and thanks for the quick answer. I subscribed to this thread, so feel free to ask for clarifications or tell me you're not interested in doing what I asked.
I'll bypass it by reasearching all other neolithic techs (and almost none of the medieval level), setting the 50% tech increase to Y+1 (instead of the normal Y+0), then resetting it immediately. Non-immersive but perfectly doable.
Hmm. I tried editing the Rule B final tech level back to Y+0, and it reset the techlevel back down. So, I'll just stick with it like this.
you could set the technology level for that infinite research to "unknown" then my mod doesnt count it
I did find the mod, the def, the tech, and changed the techlevel to Undefined.
It works with your mod's defaults: my tech level advanced to medieval, from neolithic.
For those interested, I added the
<techLevel>Undefined</techLevel>
tag after the description tag for the repeatable research projects.