T opens the tech tree — every tech grouped by era in era order, cost chips in item colours, era prefix stripped from node names (the heading already says it), UNLOCKS: tooltips in machine names not ids. Pick a node to dispatch setResearch; picking the active one stands it down; ratified nodes are inert. The v4 gating rule lives in a pure research.ts: an id any tech claims is locked until that tech completes, and an id no tech mentions is always available — so belts never padlock. Locked machines are greyed with a padlock and a REQUIRES: <TECH> tooltip, and can't be picked by click or by hotkey. The padlock falls off in the same frame `researched` lands, and the player never keeps holding something they can no longer build. With no ResearchState at all the safe reading is that gates hold rather than fall open, and the panel says RESEARCH OFFLINE instead of rendering a tree that can't do anything. Accent precedence now matches RENDER exactly: MachineDef.accent, then the first-output derivation, then the codex kind table. RESEARCH joins the page order for the new 'lab' kind. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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| .. | ||
| data | ||
| lanes | ||
| src | ||
| CONTRACTS.md | ||
| index.html | ||
| MASTERPLAN.md | ||
| package-lock.json | ||
| package.json | ||
| tsconfig.json | ||