Files
dota_factory/bin/app/data/config/unlocks.toml
Malte Langkabel 8d0dd6f454 name recipes after their process, not their product
Recipe display names come from the id, so a recipe that shared its id with
its output item showed the item's name back to the player. Every recipe id
now names the process that runs it: iron_mining, quartz_reduction,
steel_rolling, chip_etching, the *_framing hulls, the *_kit module prefabs,
and the drop-only shortcuts as direct_rolling/-etching/-hardening.

The three shortcut unlock groups are renamed with their recipes, since a
group's name is derived from its id the same way.

Blueprints and replays store recipe ids, so files recorded before this
rename lose their miner and assembler recipe selections.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-12 09:16:19 +02:00

141 lines
2.8 KiB
TOML

# Unlock groups (REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP).
#
# Each [[unlock]] is a group of ships/modules/buildings/recipes awarded together
# from a single defence station drop. Anything NOT granted by any group is
# available from game start. `station_level` gates when a group becomes eligible;
# `requires` lists prerequisite unlock-group ids (REQ-LOCK-PREREQ).
#
# Most entries below are single-item groups that reproduce the previous per-item
# progression. The salvage_operations and reprocessing groups are the grouped
# unlocks: they lock the salvager module + salvage bay, and the reprocessing
# plant, from game start.
# --- Grouped unlocks -------------------------------------------------------
[[unlock]]
id = "salvage_operations"
station_level = 1
modules = ["salvager"]
buildings = ["salvage_bay"]
[[unlock]]
id = "reprocessing"
station_level = 2
buildings = ["reprocessing_plant"]
# --- Ships -----------------------------------------------------------------
[[unlock]]
id = "destroyer"
station_level = 0
ships = ["destroyer"]
[[unlock]]
id = "cruiser"
station_level = 2
ships = ["cruiser"]
[[unlock]]
id = "battlecruiser"
station_level = 4
requires = ["cruiser"]
ships = ["battlecruiser"]
[[unlock]]
id = "battleship"
station_level = 6
requires = ["battlecruiser"]
ships = ["battleship"]
[[unlock]]
id = "dreadnought"
station_level = 8
requires = ["battleship"]
ships = ["dreadnought"]
[[unlock]]
id = "carrier"
station_level = 9
requires = ["battleship"]
ships = ["carrier"]
# --- Modules ---------------------------------------------------------------
[[unlock]]
id = "repair_tool"
station_level = 0
modules = ["repair_tool"]
[[unlock]]
id = "armor_plates"
station_level = 0
modules = ["armor_plates"]
[[unlock]]
id = "maneuvering_thrusters"
station_level = 1
modules = ["maneuvering_thrusters"]
[[unlock]]
id = "sensor_booster"
station_level = 1
modules = ["sensor_booster"]
[[unlock]]
id = "railgun_m"
station_level = 2
modules = ["railgun_m"]
[[unlock]]
id = "afterburner"
station_level = 2
modules = ["afterburner"]
[[unlock]]
id = "weapon_stabilizer"
station_level = 3
modules = ["weapon_stabilizer"]
[[unlock]]
id = "weapon_upgrade"
station_level = 4
modules = ["weapon_upgrade"]
[[unlock]]
id = "weapon_primer"
station_level = 4
modules = ["weapon_primer"]
[[unlock]]
id = "drone_bay"
station_level = 5
modules = ["drone_bay"]
[[unlock]]
id = "railgun_l"
station_level = 6
requires = ["railgun_m"]
modules = ["railgun_l"]
[[unlock]]
id = "drone_hangar"
station_level = 9
modules = ["drone_hangar"]
# --- Assembler recipes -----------------------------------------------------
[[unlock]]
id = "direct_rolling"
station_level = 1
recipes = ["direct_rolling"]
[[unlock]]
id = "direct_etching"
station_level = 2
recipes = ["direct_etching"]
[[unlock]]
id = "direct_hardening"
station_level = 2
recipes = ["direct_hardening"]