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make roads, irrigation and mining researchable

Posted: Mon Jan 29, 2018 6:32 am
by meynaf
As title says.
I like minimalistic starts and these aren't strictly necessary for a beginning :)

Roads are perhaps already conditionable with "reqs" in terrain.ruleset/[road_road] block. Not tested.
But others are not.

In fact all abilities could be made configurable in the ruleset (and separately, obviously).
If you like heavy modding...

Re: make roads, irrigation and mining researchable

Posted: Mon Jan 29, 2018 6:43 am
by cazfi
They all are tile "extras" in 2.6, and can have any reqs.

Re: make roads, irrigation and mining researchable

Posted: Sun Feb 04, 2018 10:07 am
by meynaf
Hey, in fact it already works in 2.5.9 !

Roads are in terrain.ruleset. Just do the same as was done with Railroad.
Others are at the end of effects.ruleset : one reqs block added for each relevant entry and the trick is done.

Sorry for asking something already doable, but why didn't some modding guru just told me what to do ? ;)

Re: make roads, irrigation and mining researchable

Posted: Sun Feb 04, 2018 11:04 am
by cazfi
When one mainly lives in head of development branch, one tends to forget how such ancient branches that already release stable releases work...

Indeed, before tile extras and action enablers we already had _Possible effects for some worker activities.

Re: make roads, irrigation and mining researchable

Posted: Sun Feb 04, 2018 12:13 pm
by meynaf
Yes but 2.5.9 isn't exactly ancient...

Re: make roads, irrigation and mining researchable

Posted: Sun Feb 04, 2018 3:57 pm
by GriffonSpade
meynaf wrote:Hey, in fact it already works in 2.5.9 !

Roads are in terrain.ruleset. Just do the same as was done with Railroad.
Others are at the end of effects.ruleset : one reqs block added for each relevant entry and the trick is done.

Sorry for asking something already doable, but why didn't some modding guru just told me what to do ? ;)
I HAVE FORGOTTEN MORE THAN YOU WILL EVER KNOW! :D

But yeah, many of us tinker away at our areas of primary interest, and often forget and have to double check to answer specific questions outside it, especially for versions we aren't focused on at the time. :P
meynaf wrote:Yes but 2.5.9 isn't exactly ancient...
While 2.5.9 is rather recent, 2.5 as a whole was released in March 2015, especially when they've been working on 2.6 for over 3 years, 3.0 for over a year, and 3.1 for a year or so?

It takes a lot of effort to get a major version plenty of new features, stable, and polished. GNA shutting down requiring a migration to HRM probably didn't help with 2.6's release schedule any, either.

Re: make roads, irrigation and mining researchable

Posted: Sun Feb 04, 2018 4:08 pm
by meynaf
Well, so in short it has become so big that you can't remember everything.
Ok, but then, nobody can really help me :lol:

Re: make roads, irrigation and mining researchable

Posted: Sun Feb 04, 2018 4:28 pm
by cazfi
GriffonSpade wrote:While 2.5.9 is rather recent, 2.5 as a whole was released in March 2015, especially when they've been working on 2.6 for over 3 years, 3.0 for over a year, and 3.1 for a year or so?
Actually, S2_5 was branched May 1 2013, at which point 2.6 development started in the main development branch -> 2.6 development has been going soon 5 years. Likewise, S2_6 was branched, allowing 3.0 development to start, Jan 2 2015 -> over 3 years ago. S3_0 branched Jan 2 2017, so 3.1 development has been going for 13 months.

Re: make roads, irrigation and mining researchable

Posted: Sun Feb 04, 2018 9:52 pm
by cazfi
btw. So far there has been 5566 commits (= changes; features and bugfixes) to 2.6 development.

Re: make roads, irrigation and mining researchable

Posted: Mon Feb 05, 2018 3:27 am
by GriffonSpade
meynaf wrote:Well, so in short it has become so big that you can't remember everything.
Ok, but then, nobody can really help me :lol:
Not can't as such, but liable to be sluggish with immediately useful information. As you did here, if you're not sure about how to do something, both ask (Well, if you can't find it with a forum search) and search the Ruleset and README files (CTRL+F is a great help for this).

Either you'll find it yourself, hopefully gaining insight into the ruleset's setup, and can post the answer (as you did here) so others might be able to find it with a forum search in the future, or you won't, and someone will hopefully post how to do it, if it can't be done, or even just point you in the right direction.