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Updating it would change literally one number lmao. It should work fine since it doesn't have any C# code. If i can be bothered i'll go change that number from 1.4 to 1.4 and 1.5.
What is VFE:T? I can't find any mod named this :confused:
This may fix a lot of crap indeed
So RR:SS was made before VFE:T It has a different progression early game and also changes industrial a bit.
VFE:T also has a similar early game progression change, but has a unique feature where standard research just doesn't exist so a special ritual must be done instead.
This mod, an addon to VFE:T, simply makes every research project be either directly or indirectly dependant on the final project from VFE:T, to patch up any empty holes and any cases for if a player gets a research bench too early on.
```xml
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationAdd"> <!-- Add culture as prerequisites -->
<xpath>Defs/ResearchProjectDef[not(prerequisites) and not(defName="VFET_Fire")]</xpath>
<value>
<prerequisites><li>VFET_Culture</li></prerequisites>
</value>
</Operation>
</Patch>
```
Translation: Checks every project that has no prerequisites and is not fire, adds the prerequisite.
This patch (with your current modlist) ran 36 times.
You can do it with two Patches. First, check if X has Research Prerequisites. If it doesn't, add that bracket to X with the "NOMATCH" command. Then, add the VFE Tribal Mod's Culture research to that.
It would flood the Culture Research Project Def with every Research Project Def loaded in the game, but it would completely do its job. If there is a given Research Project Def that shouldn't need the Culture, but would rather have, say, the Fire, use "PATCHOPERATIONREPLACE" and do that.
(You also forgot to set the Vanilla Factions Expanded Tribal Mod as a Dependency listed in the Workshop Mod's side bar.)