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Author notes
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File credits
Frognik for creating the lua code making this possible. BrewBreuw for the Initial Radar Scan code.
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Changelogs
Version 565
Updated to the latest Patch 565
Version 489
Patch 489 added new lines of code to the mech.lua file.
Version 479
Initial Release
Normally buildings, weapons, armor and skills need to added to a research tree before they can be built or crafted in-game, and the research tree isn't save game compatible so you need a new game when adding new entities.
However this mod allows other mods to bypass the research tree by awarding the entities at the start of a new or existing game. During a campaign you might need to switch between the maps, before new buildings are added to the bar.
Example on how to set this up:
EntityBlueprint { name "mod_entity/entity_1"
BuildingDesc { name "" bp "mod_entity/entity_1" ghost_bp "" category "" localization_id "" description "" menu_icon "" require "" upgrade "mod_entity/entity_2" order ""
You can set the name from entity_1 to entity_100000 or any where in-between and it will be added in-game. Mods that use the same entity_# will not be compatible, however there are plenty of spots to choose from.
entity_1 to entity_10 have already been taken by Frognik.
Not compatible with mods that change:
Installation Paste zip into: Steam\steamapps\common\Riftbreaker\packs