About This File
Sample mod showing how to add a custom tech branch. In this example, the fire pit is used as the prototyper for a recipe of rocks (in the Magic tab).
Due to a game change made to have recipes not requiring a prototyping structure cease to be prototypable (see this), unfortunately it was necessary to override the method Builder:KnowsRecipe() from the Builder component. More generally, the hardcoded logic in the Builder component prevented this implementation from being as clean and simple as I'd like. It is functional, nevertheless.
Thanks to Heavenfall for originally looking into this.
What's New in Version 2.0 See changelog
- Fixed a bug when comparing tech levels.
- Made the (still necessary) overriding of Builder:KnowsRecipe() more generic and flexible.
- Made the patching of GLOBAL.TECH and TUNING.PROTOTYPER_TREES happen at game post init, to minimize the chance of incompatibility between mods.
- Included a function which adds a new prototyper tree, with an optional custom hint appearing at the recipe pop up (in the likes of "Use a science machine to build a prototype!").