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If you also use the official original technology tree blueprint in the plugin, you will not be able to unlock the technology tree

Not a Bug 1.2.9

拾拾時月
拾拾時月

Posted

If the custom technology tree in the plugin also uses the official original technology tree blueprint, the technology tree will not be unlocked, and in principle, he can't change the official technology tree to reorder, right?

2753c53b4a4f2c02fba442328c1b7e89.png

Gd.Kenni

Posted (edited)

If you learn about a blueprint from the research table or the official techtree, the item will be unlocked in the plugin tree. The bps check is performed in the background so as not to affect the opening of the display.
A blueprint learned by the research table will be directly taken into account. A blueprint learned by the official techtree will have to be verified when the display is opened.

Edited by Gd.Kenni
拾拾時月

Posted (edited)

I guess he could replace the official tech tree and change the default tech tree location, but he couldn't unlock the blueprint directly...

Edited by 拾拾時月
Gd.Kenni

Posted

The blueprint can be learned from the official tree, the research table and the custom techtree. But it must be an item and not a url.

"Name": "A1",
      "Parent": "",
      "Image URL or Item": {
        "Type": "Item",
        "Value": {
          "Item ID": 1608640313,
          "Skin ID": 0
        }
      },

I don't understand your problem, I think it's just a matter of understanding the configuration. 

拾拾時月

Posted

The configuration is as follows, the plugin loads normally, but even if you have enough resources, you can't unlock this project

f900ceade80a7a9f80cb2a6d2a57e6b4.png

拾拾時月

Posted

Then, at the same time, this is the first item of the Level 1 Workbench, and when this plugin is loaded, the official original tech tree cannot be unlocked

Gd.Kenni

Posted

A first node has no parent, as in my example, so if you can't unlock it, either you don't have the resources, or the branch before this node contains a node that hasn't been unlocked.

Refer to the configuration generated when the plugin is launched

It's not possible for my plugin to interfere with the official techtree, I'm not modifying anything in the basic game.

 

 

Gd.Kenni

Posted

Changed Status from Pending to Not a Bug

Gd.Kenni

Posted

The node name is its ID. You don't have to call it A1, you can use anything like the item name as the ID. This is your own logic.
If you want to start a tree, you don't specify a parent, otherwise you specify a parent (ID).

拾拾時月

Posted

I'll go back and add a few more blueprints and try again

Gd.Kenni

Posted

Have you managed to create a configuration for yourself ?

  • Love 1
拾拾時月

Posted

So far, I haven't used this plugin and am currently using the official one

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