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The reason I ask is b/c I am working on a mod that will include releasing the chain to the research desk and allow for more 'field research' so-to-speak.
Really awesome idea for tribal start and and long research pathing. This could give good reason for some 'alternate' tech pathing like steam punk research trees only accessed by blueprints or reverse engineering some of their tech.
Just some ideas there. Awesome work!
Thanks a lot for your comment & feedback ! :D
In fact, I'm going to be using it in a multiplayer co-op, where my spacer-aged friend sends tech to my tribal colony in exchange for food. Here's hoping it goes well!
But for the reason I'm posting here, is this mod's 'Making blueprints' part gets a little.... well, unusable, if you have a lot of mods installed. When you have over 50 things that need to be researched in the first science tier alone, and exponentially more for the ones after it, it basically becomes impossible to complete a whole tier to make blueprints.
On the other hand, I understand the reason for limitation. After all, you can't have it be faster to write blueprints then to research new tech of that level, and I haven't been able to try, but I'm not sure how this mod interacts with tech that's normally race-locked from being researched. Luckily, it has plenty of use without making the blueprints that makes it to be a mod that I always love to include, but here's my two silver anyways.