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I meant if I'm very bored sometime and I remember...
> And yea, I see why you don't use the editor... it is a mess to use and very unintuitive... also probably explains why the editor struggles to parse your mods. Supposedly all the option buttons in your mods are empty, according to the editor. XD
Hm, I may look into the options being blank. but eh.
Looking at the change log it took me four months before I added a func to ECM so I could upload mods, and not have to use the mod editor for anything :)
And yea, I see why you don't use the editor... it is a mess to use and very unintuitive... also probably explains why the editor struggles to parse your mods. Supposedly all the option buttons in your mods are empty, according to the editor. XD
> Is it possible to add the 'x performance without workers' perk to the existing tech?
Yeah, that shouldn't be too annoying to do.
I take it you think this mod is too cheaty? I don't think it'd be too hard to hide this mod behind the tech?
Then you can use an OnMsg.TechResearched to wait for the tech to show up, and the code from this mod to change the factories.
Just so you know: Adding new breakthroughs will change each locations breakthrough list, so anyone using the maps website won't be able to use them.