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Advance Research Def Issue #168

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NanoCE opened this issue Aug 25, 2016 · 1 comment
Open

Advance Research Def Issue #168

NanoCE opened this issue Aug 25, 2016 · 1 comment

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@NanoCE
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NanoCE commented Aug 25, 2016

Disclaimer: I am not sure if this a bug or a misunderstanding on my part.

I am using the advance research def to hide a few of my items when specific research is finished. This is fine except when an item is already hidden behind the research.

I want my item to be hidden from the start, to be shown when the required research is finished, then hidden again when even more research is finished. I know this sounds silly but currently, this cannot be done with CCL. If I use true it will hide it when the supposed research is finished but it also forces the item to be already unlocked from the start of the game...

I am not sure what to do in this situation. Hopefully, I explained it well enough.

@ForsakenShell
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Can you give me some more specifics, as well as some data I can test with?

ForsakenShell referenced this issue Dec 2, 2016
+ Some developer build logging to various classes
+ CCL_Log capture stack for nested calls

[fixes]
+ Initial state of defs being changed due to AdvancedResearchDefs

[changes]
+ Injectors are now called directly during the saved game load sequence and new game sequence instead of implicitly by monitoring Scribe.mode
+ The controller for AdvancedResearchDefs now generate dictionaries of original XML data for things that are changed directly (sowTags, etc) which is now used to restore the defs states on new/load game
+ AdvancedResearchDef ResearchConsolidator is now HelpConsodilidator as it is more accurate in it's usage
+ Updated MainMenu buttons to match A15
+ WIP of updating all examples
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