Skip to content

Commit

Permalink
Fix: Enable ability to reverse engineer Remnant hulls (#207)
Browse files Browse the repository at this point in the history
  • Loading branch information
gkapulis authored Nov 23, 2024
1 parent c042b30 commit 5a5b33b
Show file tree
Hide file tree
Showing 2 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion Ship_Game/Empire.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2144,7 +2144,7 @@ bool TryGetTechFromHull(Ship ship, out TechEntry techEntry, out Empire empire)
empire = ship.Universe.GetEmpireByShipType(hull.ShipType);
if (empire == null)
{
Log.Warning("Unlock by Scrap - tried to unlock rom an empire which does" +
Log.Warning("Unlock by Scrap - tried to unlock from an empire which does" +
$"not exist in this game ({hull.ShipType}), probably " +
"due to debug spawn ships or fleets.");

Expand Down
6 changes: 3 additions & 3 deletions Ship_Game/GameScreens/NewGame/ShipDesignUtils.cs
Original file line number Diff line number Diff line change
Expand Up @@ -154,10 +154,10 @@ static void MarkShipsUnlockable(Map<string, string> moduleUnlocks,
// add the full tree of techs to TechsNeeded
foreach (string techName in leafTechsNeeds)
AddRange(ship.TechsNeeded, techTreePaths[techName]);

// also add techs from basehull (already full tree)
AddRange(ship.TechsNeeded, ship.BaseHull.TechsNeeded);
}

// add techs from basehull (already full tree), allow reverse engineering of this hull.
AddRange(ship.TechsNeeded, ship.BaseHull.TechsNeeded);
}
}
}
Expand Down

0 comments on commit 5a5b33b

Please sign in to comment.