SoulFilcher Posted August 3, 2015 Share Posted August 3, 2015 It isn't exactly a bug, but it is something that could be looked at. Currently it is not possible to replace an item without unlocking it in the process. I have an item (A) that is unlocked by research (X), then I made a research (Y) that replaces A with B, but doesn't unlock it, this way research X would still be required to unlock A or B. Maybe the CE team could take a look and see if this change is possible? Simply if A wasn't unlocked then B isn't when it replaces A. I don't think it affects any of the items in vanilla so it shouldn't cause trouble. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 3, 2015 Share Posted August 3, 2015 There's a kind of work-around for this. If you set up a third research project (Z) with a research cost of 0, and make both X and Y prerequisites, you can then attack the upgrade A->B to the new project Z. That will mean that the upgrade will only occur when you complete both X and Y. However, for this to work you need to either tolerate a 24 hour delay on the new tech, or else reduce the time-to-complete for auto-projects to 0 (which would mean that autopsies get completed instantly; not game-breaking but you might not like it). Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted August 3, 2015 Author Share Posted August 3, 2015 Thanks for the idea! It is not ideal but is definitely better. Quote Link to comment Share on other sites More sharing options...
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