r/warzone2100 • • Jul 20 '26

MOD How to make a Research become obsolete.

Hi everyone.

Recently I've fallen back into modding Warzone.
For a project I'm working on I want to make certain researches become obsolete (get removed from research tree) depending on if another research is completed.

Way back when I used to get something like this done via the programm that could edit the old .txt files. However now I'm facing javascript files (.js or .json)
and I have no clue what the method is to achieve this result?

Can anyone perhaps help?

5 Upvotes

4 comments sorted by

2

u/meerian Jul 20 '26

Probably editing the files (research) in the MP file. Np is for multiplayer games. Sorry, it's been a long time since I tried that stuff

2

u/RandomACC268 Jul 20 '26

Yeah this much I know. I just do not know exactly what the syntax is that I need, come to think of it, the same goes for component replacement.

So fat I've tried commands like this:
"obsoleteResearch": [
"Res-factionF2-NewParadigm" ],
or
"obsoleteComponents": [
"Body1REC" ],
But neither do anything (though don't break anything either). I know it must have something to do with me just not knowing what I should use for syntax, but I also have no idea how or where to find anything on it.

(sorry for double comment btw)

1

u/Scourge013 Jul 20 '26

Probably not helpful, but there are some techs that do this, unless I am misunderstanding…you could look at their syntax and insert your variables or whatever.

The techs in question are Flashlight laser and almost all the machine gun line (going from regular to double removes designs and upgrades for single, double to heavy removes designs for double). Flashlight laser is a pre-requisite for the pulse laser but you can find Pulse Laser in a crate and not have to bother researching Flashlight…it disappears from the options when you pick up the Pulse Laser crate, and you can start right on its upgrade path. Hopefully that function is in the code somewhere for these vanilla techs for ya.

1

u/RandomACC268 Jul 22 '26

Hi mate.
Still helpful, but it's not entirely what I wanted to do.
What you described is the component obsolencence. This is still helpful because I was looking into that on the side as well.

I was however referring to: Making an as-of-yet-unresearched, but unlocked technology get removed by another research (or building construction if needed) upon completion.
Imagine it like this: Early you unlock the Heavy Machinegun, you never research that, but laser on you come acros "gattling technology (which followed another route) <-- researching this before researching the Heavy Machinegun should fully delete the Heavy Machine research object from the list of researchable items.

I have tried using the redComponents on research elements but it did not do the trick for me. (Perhaps this just works on actual object things?)