Greensiberia,
1) do you clear your 'cache' before trying your mod?
2) See Post #55 above. Step3 I gave you is wrong. I just tested it.
Do it exactly as Kaspergm said see below
Code:
<Technology_PrereqTechs>
<Delete TechType="TECH_MINING"/>
</Technology_PrereqTechs>
But first do Steps 1 & 2 in post #55, to get MINING in the position you show in the picture you showed us.
Can you actually mod, with modbudy?
Please answer all questions here, otherwise we cannot help you.
We really understand what you're trying to do, it seems you don't understand what we're telling you.
So If you understand then you can answer the above questions, then we'll see what you don't know and try to help further. Ok?
If you can Mod then this is the whole code you need to put into the XML file of your mod. Copy it and paste it.
Code:
<GameData>
<Update> <!-- Moves AGRICULTURE to the Y3 position @ X0 to make space for your MINING to come -->
<Where TechType="TECH_AGRICULTURE" />
<Set GridY="3"/>
</Update>
<Update> <!-- Moves MINING to the X0 horizontal position/column -->
<Where TechType="TECH_MINING" />
<Set GridX="0"/>
</Update>
<Update> <!-- Moves MINING to the Y5 vertical position within the column X0 ( -->
<Where TechType="TECH_MINING" />
<Set GridY="5"/>
</Update>
<Technology_PrereqTechs>
<Delete TechType="TECH_MINING"/>
</Technology_PrereqTechs>
<GameData>
From <GameData> to </GameData?
Kaspergm, you were right setting a Tech to prereq itself, goes into circular logic, and if you press it to research, CTDs.
At this early stage, having no PrereqTechs seems to work normally and one can research without Crashes. Later in the game I don't know.