diff --git a/Nautilus/Handlers/KnownTechHandler.cs b/Nautilus/Handlers/KnownTechHandler.cs index 19dc13d2..f2211c7d 100644 --- a/Nautilus/Handlers/KnownTechHandler.cs +++ b/Nautilus/Handlers/KnownTechHandler.cs @@ -316,6 +316,7 @@ public static void SetAnalysisTechEntry(KnownTech.AnalysisTech analysisTech) AddAnalysisTech(analysisTech); } + #if SUBNAUTICA /// /// Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed". /// If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be @@ -329,8 +330,9 @@ public static void SetAnalysisTechEntry(KnownTech.AnalysisTech analysisTech) /// The story goals that will be triggered when you unlock the blueprint. public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable techTypesToUnlock, FMODAsset unlockSound, Sprite unlockSprite, List storyGoals) { - AddAnalysisTech(techTypeToBeAnalysed, techTypesToUnlock, "NotificationBlueprintUnlocked", unlockSound, unlockSprite); + AddAnalysisTech(techTypeToBeAnalysed, techTypesToUnlock, "NotificationBlueprintUnlocked", unlockSound, unlockSprite, storyGoals); } + #endif /// /// Allows you to set up a custom Compound Unlock requiring multiple techtypes to be unlocked before 1 is.