Is there a way to make a recipe unlock when a existing research node is completed

Refer to this to catch up on the issue I have, and before any says check the example mod file... It isn't there.
6 Replies
JayeConcord
JayeConcord2d ago
You may need to edit the existing node to add the recipe you wish for it to unlock
Rex
Rex2d ago
Edit the CDO (Class Default Object) of the existing research node to add your recipe to its unlocks list: https://docs-dev.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/overwriting.html#_use_cdo_manipulation A CDO edit consists of some code (e.g. blueprints, C++) to change values on existing stuff at runtime. To add recipes to a schematic, you need to: 1. Get the Class Default Object of the schematic class 2. Read the M Unlocks variable from the CDO 3. Get index 0 of the M Unlocks variable and cast it to FGUnlockRecipe 4. Get the M Recipes variable from the unlock you just casted 5. Add your own recipes to M Recipes If you cannot read these variables directly from the CDO, you need to use Access Transformers to make the fields accessible: https://docs-dev.ficsit.app/satisfactory-modding/latest/Development/ModLoader/AccessTransformers.html Also, you should store the CDO in a new variable so that it remains in memory, you can do this in step 1 and use the variable from there on. ExampleMod recently got an example of a CDO edit, I haven't looked at it yet though.
Robb
Robb2d ago
you need to update your starter project to the dev branch to get the file
Robb
Robb2d ago
this is when it was added
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Robb
Robb2d ago
to update your starter project follow the directions here https://docs.ficsit.app/satisfactory-modding/latest/Development/UpdatingToNewVersions.html#_preparing_to_update_your_starter_project @Faraway is this still an issue?
Faraway
Faraway2d ago
I got something down
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