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also added a *fix* for when you research understanding it kind of goes twice as fast if you have it set to grant insights. Basically since finishing techs lowers the number of points required to finish the blocker techs it sometimes went super fast. Obviously you can just turn off the fix or tweak it to whatever you want, its just a thing I thought felt off in my last playthrough. This also applies to 1.5
@WOFUR hopefully that will let you do what you want and I figured while I was fixing stuff I added a field to the slider which you should be able to just override.
Either way also changed it up to hopefully be a bit more performant if it matters but now every 25 points of progress on a blocker tech it should add 25 * the random progress setting (default 60%) to a random tech on the same tech level as that blocker.
Also had a look at the blank starts and they seem to work fine for me? Are people going into the player faction in the scenario editor and setting it to new tribe/new arrivals and removing any forced techs?
@fridgeBaron I cant exactly recall how you had this set up before, but if I recall correctly it was intended to give you "x%" of progress to a random tech when you finish either a Theory or Understanding research task. The Insights are currently being added in the GameComponentsUpdate loop, so I think each tick is adding an insight to a random research, this might be where your issue lays. Good hunting, the only good bug is a dead bug.
Great to hear your making your own game as well! Fantastic to hear modders going to developers.