Prototype/Technology: Difference between revisions
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:''See [[Prototype#name ]]'' | :''See [[Prototype#name ]]'' | ||
Inherited from [[Prototype]]. If the name ends with <code>-number</code>, the number is ignored for localization purposes. E. g. if the name is <code>whatever-name-3</code>, the game looks for the technology-name.whatever-name localization. The technology tree will also show the number on the technology icon. | Inherited from [[Prototype]]. If the name ends with <code>-number</code>, the number is ignored for localization purposes. E. g. if the name is <code>whatever-name-3</code>, the game looks for the <code>technology-name.whatever-name</code> localization. The technology tree will also show the number on the technology icon. | ||
== Technology data == | == Technology data == |
Revision as of 12:15, 2 June 2018
Basics
More in Research
General properties
Inherits all properties from Prototype.
icons, icon, icon_size (IconSpecification)
Type: Types/IconSpecification
name
- See Prototype#name
Inherited from Prototype. If the name ends with -number
, the number is ignored for localization purposes. E. g. if the name is whatever-name-3
, the game looks for the technology-name.whatever-name
localization. The technology tree will also show the number on the technology icon.
Technology data
If the technology does not have a difficulty, this is located directly in the prototype. Otherwise, if the "normal" or "expensive" property exists, the technology has difficulty. Then, the technology data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has technology data defined, the other difficulty can be set to false. This will give it the exact same properties as the difficulty that is defined.
upgrade
Type: Types/bool
Default: false
When set to true, and the technology contains several levels, only the relevant one is displayed in the technology screen.
{
type = "technology",
name = "rocket-damage-2",
...
upgrade = "true"
}
enabled
Type: Types/bool
Default: true
unit
It contains
- count — Types/double — How many units are needed. Must be positive.
- count_formula — Types/string — Formula that specifies how many units are needed per level of the infinite technology. May not be specified if count is speficied.
- time — Types/double — How much time is needed per one unit, in lab with crafting speed 1 it is the number of seconds.
- ingredients — list of ingredients needed for one units
unit = { count = 20, time = 5, ingredients = { ["science-pack-1"] = 1 } }
max_level
Type: Types/uint or Types/string
Default: Same as the level of the technology, which is 0 for non-upgrades, and the level of the upgrade for upgrades.
"infinite" for infinite technologies, otherwise uint.
prerequisites
List of technologies needed to be researched before this one can be researched.
prerequisites = {"explosives", "military-2"}
effects
Type: Modifier List of effects of the technology (applied when the technology is researched).
{ type = "unlock-recipe", recipe = "land-mine" }