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报告翻译问题




The reason for this is that there are expeditions which can reward new breakthrough techs but only if the number of already unhidden breakthrough techs is lower than x. So mods that add breakthrough techs that are auto-unlocked are gimping players' ability to unlock more breakthroughs via expeditions.
Second, make sure leave the game to the main menu, and then go back into it when making new technologies (or recipes, etc) with unlock/unhide requirements.
When you first create a new research project, it is automatically unhidden for that active game where you have the mod editor open, so you need to go back to the main menu and back into the mod editor to check if the unlock/unhide is truly working as intended.
If it's still not working the way you want after you take the above information into account, take a screenshot of your lock/hide parameters and share it here.
Thanks for the help tho, didnt know breakthroughs would be in the exploration pool so thats good to know.
I think iv got a handle on it now tho, made a "simple" and "quick" mod that should have maybe taken 15mins, turns out it took 3 days LOL. Time well spent tho.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3083358984