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Now if you look at mine (either from this mod or my tech mod) you'll see a lot going on. You don't want all that. An example file of what it should look like for you -
And it might not look exactly like that, since each tech used a little different way. You'd probably choose just one way - whatever works for you.
The first tech used the most simple method - a method with no control. By adding your tech's name as a string, to the "modTech" array, it It simply unlocks and is enabled... instantly and for free upon the player using the "techconsole" object.
The second tech is a JSON object - which is what you need for all the options. It has no requirements. It unlocks the tech (makes it available but not enabled). The users still needs to pay for the tech. It is also set to unlock for free for administrators. That's nice for testing your techs. That's still purely optional.
The third uses many requirements. The comments should clarify what they do. Typically you won't use nearly so many requirements. You'd just pick the ones that work for you. Every requirement is optional and can be used independently of the others, or in combination. Of course "allow_activeQuest" is meaningless without also using "quest" as well.
For each requirement you set, they ALL must be true before the player actually receives the tech. In the off-hand chance that you actually wanted two "paths" to unlock a tech, just add it twice - each with different requirements. That's probably an edge case, but at least it is a workable one.
edit:
Now if you want to do it only the simplest of ways - giving it to everyone for free - it can simply be like this -
/interface/scripted/techupgrade/techupgradegui.config
which in vanilla is
No news there, right? But suppose you add this to your .tech file
Anyhow if you add that, it will ignore "chipCost" and just use the item you specify instead.
edit:
I should note at the current time currency items don't work. It always thinks you have 0 because you don't actually have them in your inventory. I'll add that later.
edit2:
I should have noted long ago that my previous edit is no longer true. Currency items use is fully functional. Also of note, my auto pluralization is better than in the initial version, and an over-ride is available so you can define yourself the plural form of the item name.