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@Markanian, this mod works fine with Dubs Mint Menus, I have always used the two together without issues.
Like, not even throwing an error or anything, simply goes like "Nah, bro." and nothing happens.
Otherwise, I've adjusted the mod settings, added research modes for alternative project selection paths, as well as toggles for each tech level and the research selection sound cue. :)
I don't think anything research-wise will be changed, but I suspect there will be some things that need to be tweaked for the new DLC.
@BrainW4v3! I used Dalle-2 to make the image and then I edited it in Photoshop.
with Techadvancing mod you can make higher tech cost more and lower tech cost less, but it seems like it isn't taking in consideration for that, and still reads the 'base' value as it's value.
Would you be able to make it so it can read the 'changed' value from TechAdvancing mod? not sure if it is possible or not.
Introduces a slider for customizing the auto-research interval and an option to toggle prioritizing the lowest tech level. Please report any issues and leave your feedback so I can continue to improve this QOL mod.
That’s better. And, what do you mean “projects”?
I use techadvancing which makes higher tech more expensive and lower tech lower, depending on your colony tech level. so I would like to have it select the lowest costing one overall.
As for your questions, the mod only selects the next project once it is completed, so you can manually choose any project you want and once finished it will continue at the lowest tier and cheapest tech. The window still pops up, but you can just okay and it will do its thing after a few seconds. I've thought about using an event notification instead of the vanilla window, but I decided to keep it simple as this is only my second mod and I barely know what I am doing. :)
Thank you for the suggestions! When I update this mod in the future (TBD), I will keep your suggestions in mind. I was also thinking of adding toggles for each tier of tech, so it would skip tech levels if one wants.
I'm going to be downloading this, but I just wanted to ask 2 questions, there is no passive research feature in this correct? Also, is it possible either by default or including an option to change how the mod treats completed research?
Going back to Research Whatever, it gives you the option to disable the notification upon completing a research project and you can choose to have it appear as a vanilla letter (like when a pawn gets an inspiration) or a vanilla message (like when you find out food has rotted away in storage) or disabling it altogether.