ModTechs: Difference between revisions

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Add Tech disable and Pre-researched
 
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       "isPreResearched": false,
       "isPreResearched": false,
       "gridPos": { // position within the researchBuildingAges-related panel for the tech within the Tech Panel
       "gridPos": { // position within the researchBuildingAges-related panel for the tech within the Tech Panel
// 0,0 is center of panel with each panel ranging from X=-6 to 6 and Y=-10 to 9
         "x": 0,
         "x": 0,
         "y": -5
         "y": -5
       },
       },
       "gridLines": [ // lines to/from this tech. "lines" are actually rectangles of width=5 (vertical) or height=5 (horizontal)
       "gridLines": [ // lines to/from this tech. "lines" are actually rectangles, width=0 in 1 dimension renders as a line
         {
         {
           "x": -6,
           "x": -6, // starting X
           "y": -5,
           "y": -5, // starting Y
           "width": 5,
           "width": 5, // Ending X, =0 for vertical line
           "height": 0
           "height": 0 // Ending Y, =0 for horizontal line
         }
         }
       ],
       ],
Line 37: Line 38:
  ]
  ]
</pre>
</pre>
Note that a research can be enabled at game '''start''' by using the flag "isPreResearched": true, <br>
 
=Icon=
image file naming convention: ''tech_200.png''<br>
placeholder on size and info - image used for the Tech in Research Panel.<br>
Example file:  [[File:Tech_Scaffolding_1.png|64px|Scaffolding I]]
=3D Models=
None <br>
 
=Notes=
Note that a research can be enabled at game '''start''' by including the Tech ID in ''"preresearchedTechIds": [],''<br>
The legacy method to accomplish the same was by using the flag ''"isPreResearched": true,'' <br>
Note that a research can be disabled at game '''start'''  by including the Tech ID in ''"disabledTechIds": []''<br>
The full definition of an existing research must be included or it will be overwritten. <br>
The full definition of an existing research must be included or it will be overwritten. <br>
<br>
<br>
The order of Tech Categories in the Research Panel can be changed in ui.json per [[ModUI]]<br>
The order of Tech Categories in the Research Panel can be changed in ui.json per [[ModUI]]<br>
Note that for each new Tech Category in a mod, if no entry is in ui.json, a corresponding panel will be placed after the last entry in ui.json<br>
<br>
<br>
Techs can unlock other Tech and/or Buildings. Some also have unique fields.<br>
Techs can unlock other Tech and/or Buildings. Some also have unique fields.<br>
Unique fields in techs.json
=Unique fields in techs.json=
{| class="wikitable sortable" style="text-align: center"  
{| class="wikitable sortable" style="text-align: center"  
|-
|-
Line 112: Line 125:




= $Type values =
==$Type values==
Tech by $Type in techs.json
Tech by $Type in techs.json
{| class="wikitable sortable" style="text-align: center"  
{| class="wikitable sortable" style="text-align: center"  

Latest revision as of 12:44, 1 May 2023

Mod Techs Translation.csv

List of fields used in translation.csv for Techs (Research)

Techs Translation

Mod Techs

JSON

 "techs": [
    {
      "$type": "SteamEngineTechInfo, Game", // tech type - see table below
      "category": 3, // [[ResearchCatModIds| Tech category]] (used to specify tab in Tech Panel) 
      "researchBuildingAges": [
        {
          "buildingTypeId": 39, // workshop
          "age": 2  // level 0, 1, or 2 workshop
        }
      ],
      "requirements": [], // other techs needing research to unlock this tech
      "costs": [], // input resource(s) and quantity for researching this tech
      "researchTime": 450.0, // time (in gameticks??)
      "isAvailable": true,
      "isPreResearched": false,
      "gridPos": { // position within the researchBuildingAges-related panel for the tech within the Tech Panel
// 0,0 is center of panel with each panel ranging from X=-6 to 6 and Y=-10 to 9
        "x": 0,
        "y": -5
      },
      "gridLines": [ // lines to/from this tech. "lines" are actually rectangles, width=0 in 1 dimension renders as a line
        {
          "x": -6, // starting X
          "y": -5, // starting Y
          "width": 5,  // Ending X, =0 for vertical line
          "height": 0  // Ending Y, =0 for horizontal line
        }
      ],
      "typeId": 201 // Mod Tech ID
    }
 ]

Icon

image file naming convention: tech_200.png
placeholder on size and info - image used for the Tech in Research Panel.
Example file: Scaffolding I

3D Models

None

Notes

Note that a research can be enabled at game start by including the Tech ID in "preresearchedTechIds": [],
The legacy method to accomplish the same was by using the flag "isPreResearched": true,
Note that a research can be disabled at game start by including the Tech ID in "disabledTechIds": []
The full definition of an existing research must be included or it will be overwritten.

The order of Tech Categories in the Research Panel can be changed in ui.json per ModUI
Note that for each new Tech Category in a mod, if no entry is in ui.json, a corresponding panel will be placed after the last entry in ui.json

Techs can unlock other Tech and/or Buildings. Some also have unique fields.

Unique fields in techs.json

Field Description Used In Notes
speedIncreaseMultiplier increase hopper capacity Steam Engines I, II Steam Engines I = 1.0
processReductionFactor (Mines) decrease mining time Mining Speed I, II, III is 0 in some other Techs
processReductionFactor (Research) decrease research time Science I, II, III is 0 in some other Techs
processReductionFactor (PrintPress) decrease Printing Press time Printing II is 0 in some other Techs
multiplier (Construction) increase construction speed Construction Speed I, II, III
multiplier (Repair) increase military repair speed Repair I, II, III
vehicleSpeedIncreaseMultiplier vehicle speed Engineering I, II
growthSpeedBonus increase tree growth speed Coppicing I, II, III
damageMultiplier increase projectile damage Arrows I, II, III, Cannons I, II, III
damageReductionFactor decrease incoming projectile damage Armour I, II, III
extraSheepFields dubious Breadmaking, Brewing, Wheat Farming
extraCowFields dubious Breadmaking, Brewing, Wheat Farming



$Type values

Tech by $Type in techs.json

ID $type Category Tech subEntry Notes
116 SteamEngineTechInfo 3 Steam Engines II speedIncreaseMultiplier
115 SteamEngineTechInfo 3 Steam Engines I speedIncreaseMultiplier
66 ?? 3 Boat Building II unlock building only
65 ?? 3 Boat Building I unlock boat type only
122 ResearchSpeedTechInfo 8 Science III processReductionFactor
121 ResearchSpeedTechInfo 8 Science II processReductionFactor
120 ResearchSpeedTechInfo 8 Science I processReductionFactor
41 MiningTechInfo 6 Mining II processReductionFactor is = 0
40 MiningTechInfo 6 Mining I processReductionFactor is = 0
45 MiningSpeedTechInfo 6 Mining Speed III processReductionFactor
44 MiningSpeedTechInfo 6 Mining Speed II processReductionFactor
43 MiningSpeedTechInfo 6 Mining Speed I processReductionFactor
37 MilitaryRepairTechInfo 1 Repair III multiplier
36 MilitaryRepairTechInfo 1 Repair II multiplier
35 MilitaryRepairTechInfo 1 Repair I multiplier
76 ? 3 Brick Roads unlock building only
75 ? 3 Cobbled Roads unlock building only
72 EngineeringTechInfo 8 Engineering II vehicleSpeedIncreaseMultiplier
71 EngineeringTechInfo 8 Engineering I vehicleSpeedIncreaseMultiplier
2 CoppicingTechInfo 4 Coppicing I CoppicingTechInfo
1 CoppicingTechInfo 4 Coppicing II CoppicingTechInfo
0 CoppicingTechInfo 4 Coppicing III CoppicingTechInfo
59 ConstructionTechInfo 0 Construction III
58 ConstructionTechInfo 0 Scaffolding III
57 ConstructionTechInfo 0 Glassmaking
51 ConstructionTechInfo 0 Construction II
56 ConstructionTechInfo 0 Brickmaking
55 ConstructionTechInfo 0 Scaffolding II
50 ConstructionTechInfo 0 Construction I
52 ConstructionTechInfo 0 Stonemasonry
54 ConstructionTechInfo 0 Scaffolding I
7 ConstructionSpeedTechInfo 0 Construction Speed III multiplier
6 ConstructionSpeedTechInfo 0 Construction Speed II multiplier
5 ConstructionSpeedTechInfo 0 Construction Speed I multiplier
27 CannonballDamageTechInfo 1 Cannons III damageMultiplier
26 CannonballDamageTechInfo 1 Cannons II damageMultiplier
25 CannonballDamageTechInfo 1 Cannons I damageMultiplier
103 BuildingProductionSpeedTechInfo 8 Printing II processReductionFactor/buildingTypeId
102 BuildingProductionSpeedTechInfo 8 Printing I processReductionFactor/buildingTypeId
22 ArrowDamageTechInfo 1 Arrows III damageMultiplier
21 ArrowDamageTechInfo 1 Arrows II damageMultiplier
20 ArrowDamageTechInfo 1 Arrows I damageMultiplier
32 ArmourTechInfo 1 Armour III damageReductionFactor
31 ArmourTechInfo 1 Armour II damageReductionFactor
30 ArmourTechInfo 1 Armour I damageReductionFactor
107 AgricultureTechInfo 4 Brewing
105 AgricultureTechInfo 4 Breadmaking
110 AgricultureTechInfo 4 Wheat Farming