#Gambler's Curse
1 messages · Page 1 of 1 (latest)
It broke...
I was playing with this modset:
- base 2.0.73
- elevated-rails 2.0.73
- quality 2.0.73
- space-age 2.0.73
- ccccc 1.0.0
- GamblersCurse 1.0.2
- QualityAssurance 1.4.4
- Subsurface 1.1.23
- tungsten-cube 9.1.2
with an 87% curse chance (so a 13% chance of technologies not being cursed) and all the technologies that are available to me are cursed. I'm unable to progress further.
@spring heart
Fascinating, thanks for giving it a try! I am curious which of these mods broke it, would you be down to help me troubleshoot it?
...first off, I can't help but notice that the name and description of everything is ccccc, that's great 
Hmm, there must be some flawed interaction between my uncursing code and one of the new tech sets?
What's the modded tech that got cursed, the third one?
I'm pretty sure it's QA (my mod) causing the issue, since I'm pretty sure that I have it set to hide certain technologies (some of which may be available to research)
Interesting
The third one is uh CCCCc (description: cCC) from the tungsten cubes mod
lmao
So, you think that because of how you've hidden the quality module research that it perchance conflicts with mine?
It unlocks what appears to be a stone cube (with name CCcccC and description CcccC)
I'm going to hope the mystery mod isn't the cause of life's problems
for some reason disabling the setting that causes QA to hide technologies doesn't unhide them
so I'll have to fix that
but I think your mod is waiting for me to research those hidden technologies before it uncurses everything
Because they can be researched, as far as the game is aware? Let me test that
With your mod on and AMS unhidden, my mod uncurses fine
With AMS hidden even, uncurse worked
I don't think it's yours
I bet it's tungsten cube somehow
Where was the pink cube, did that one pass for you?
No, all the technologies I researched got cursed - and I researched all the technologies I'm able to
I launched with Tungsten Cube and your mod and mine and it showed 4 techs available at the start
Just research the mythical pink cube, duh 
I turned off this startup setting, I don't think that technology exists for me
Though I will say, your mod is breaking mine some, these ones with the xs aren't supposed to show up (but it fixes itself at the first uncurse and doesn't break logic so at least that's minor)
Wait, it does exist, it's just hidden
because I turned off the setting
Yerp, just confirmed it
As it currently stands, Natalie Fun Facts are mandatory with this mod set
How very peculiar
Are you good with just enabling those for now? I find it scuffed of the Tungsten mod to not actually disable the tree...I wonder if I can do something about such cases easily.
Yeah, though I didn't really want to.
doesn't work, I need the lab to research that technology, which is locked behind electronics which is cursed
and even if I did have the lab, I'd still need combinators and trains unlocked to craft the ingredients for the cubes I need to research the technology
I can look into seeing if there's something I can do on my end to find hidden-and-thus-impossible-yet-enabled tech on my end tomorrow, the closest variable is "hidden when disabled" so I didn't think modding API let you hide enabled tech while leaving it enabled
Starting tech that needs trains to unlock it but doesn't have its prerequisites actually created? Yeah, I'm pretty close to just marking this as an incompatible mod to mine for now
It's done in the prototype stage with the hidden property set to true (see the github page for tungsten-cube )
@past pilot If I may be so bold: Would you be so kind as to create proper depencies for your "Fun Fact Unlock" tech? And properly fully disable it when it's disabled by your settings?
@spring heart the issue with your code is that you do not do a proper check how many predecessor technologies are cursed
???
I'm 90% sure I can't work with that on my end, "hidden" isn't readable on LuaTechnology, and if I just try to read the prototype I'm pretty sure it would just always say its hidden, which isn't sound if another mod has tech start hidden and then reveals it by script in the middle of gameplay
For now, is there some way to mark a mod as not compatible with mine? Until this is resolved, I think that ought to be done
It's on LuaTechnologyPrototype not LuaTechnology
You need to get the hidden property from the prototype.technology
And on your curse check you should loop through all technology of a force to check if any of them can be researched
Yeah, I know, the trouble is it would work in this specific case and break on other edge cases
*that's prototypes.technology or technology.prototype
Why so? Also thanks for playing my mod
...I do. This mod just doesn't have its prereqs right.
I understand the dependency part but not the disable part btw
My mod can check if a tech is disabled to ignore it in my uncursing check
Because in my case, @spring heart's mod has locked me out of the other technologies I had available until I try to research them all (including yours) which I can't do if it's hidden or if I need lab + trains + combinators to unlock it
When your tech was disabled, my mod would still read it as a tech that is unlockable and thus decides it's not time to uncurse the other techs to avoid a softlock
Excellent! If you change both little aspects, our mods ought to become compatible. Thanks! Pinging you at random for the win!
Yeah feel free to ping me whenever you need
Thank BraveCapercat for finding this break, cause now I have it downloaded and it looks fun. If you ever want a less than 100% chance of unlocking tech in the order you want to, try my mod back! 
Epic
@late shadow Sounds like that incompatibility will be gone soon, gl if you try it again! 87% is very high so I truly wish you good luck!
Probably going to start a new run anyway since the replay got disabled
@late shadow @spring heart Patch has been released
You uncurse check will always return false
why?
You do loop over every possible tech, but then for every tech you also check if it is something you cloned
...untrue?
Exactly
I check if a tech is
- enabled
- not researched
- NOT one of my clones
- and all its prerequisites are researched
and if no tech passes all of those checks at once, I uncurse
But I mean, if you don't believe me you can always download my mod and run it with no other mods and a 99% curse chance. You'll see it uncurse.
I've made 8 labs so far and the Automation Science Pack still hasn't unlocked... I guess I've gotten unlucky.
make that 13 without an unlock
24 labs and I've unlocked it
Back on the 87% run?