pepper2000
King
- Joined
- Apr 14, 2013
- Messages
- 899
I am working on a space colonization modmod and hope to have it posted soon. But I have gotten stuck on a building replacement issue.
Suppose Building B replaces Building A (using the ReplaceBuildings tag), and Building X requires A (using BuildingClassNeededs). In my testing, it seems that if I build A, then X, then B, X continues to function. But if I build A, then B, then I am no longer able to build X.
I want to add late game replacements for some older buildings (e.g. Starport replaces Commercial Spaceport) without breaking dependency chains or having to modify every building that depends on the older one. What is the best solution to this?
Suppose Building B replaces Building A (using the ReplaceBuildings tag), and Building X requires A (using BuildingClassNeededs). In my testing, it seems that if I build A, then X, then B, X continues to function. But if I build A, then B, then I am no longer able to build X.
I want to add late game replacements for some older buildings (e.g. Starport replaces Commercial Spaceport) without breaking dependency chains or having to modify every building that depends on the older one. What is the best solution to this?