I want to build a village schematic inspired by things like Pacifidlog town from Pokémon, the real life floating islands of the Uru people, and various speculative works of ocean colonization in the near future. I was thinking of using Bamboo as my primary building material, but the plantation, the required building for citizen-automated bamboo collecting, requires a level 2 university (and builder's hut to build it), a total of three farm levels, and two researches.
Following that, I thought that a way to mark some researches as unlocked from the start depending on the selected colony pack could be interesting, and eventually thought that the best way to go about it would be adding an item that can start in the colony style's supply ship's chest that unlocks the plantation research and consumes itself upon right-clicking, as this item could potentially serve dual duty as an extremely rare loot (or stay a creative-only item, I'm not here to judge what feels the best balance-wise). At the minimum, I was surprised to see that there is no /mc command that simply unlocks a research for a given colony.
Feature description
A new console command, /mc colony research [list | add | remove] \ \<research tag(?)>, that would allow creative mode and allow-cheats-on players to complete or delete researches in their colonies.
e.g.: /mc colony research add 1 higher_learning would instantly unlock the ability to build a school in colony 1.
A one time consumable item that unlocks a research in the player's colony, for the express purpose of being used in creative mode and supply ships/camps. Other uses of the item is left for the developers to judge.
Notes or related things
I have stumbled upon this feature request that was marked as not planned and closed, but according to the OP's clarification, it was meant for manipulating in-progress research rather than grant them from nothing. I have also seen uecasm's reply, but wanted to argue back with the use case I am presenting, and didn't know if replying to an already closed suggestion was the right etiquette, especially considering it wasn't quite the same command request as the OP's.
With regards to the context that prompted this thought, yes, one could simply harvest bamboo themselves until two ranks deep into the university, but this feels wrong to me, for a production material meant to be wood-grade. I think it'd be a shame to shelf a floating bamboo village schematic entirely, so if the suggestion is rejected, I'll likely just make the supply ship have an extra large manual bamboo farming area.
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You already can almost instantly complete a research in creative mode.
And pretty sure you can make a datapack to unlock a specific research if you feel a need
Prerequisites
Context
Is your feature request related to a problem?
I want to build a village schematic inspired by things like Pacifidlog town from Pokémon, the real life floating islands of the Uru people, and various speculative works of ocean colonization in the near future. I was thinking of using Bamboo as my primary building material, but the plantation, the required building for citizen-automated bamboo collecting, requires a level 2 university (and builder's hut to build it), a total of three farm levels, and two researches. Following that, I thought that a way to mark some researches as unlocked from the start depending on the selected colony pack could be interesting, and eventually thought that the best way to go about it would be adding an item that can start in the colony style's supply ship's chest that unlocks the plantation research and consumes itself upon right-clicking, as this item could potentially serve dual duty as an extremely rare loot (or stay a creative-only item, I'm not here to judge what feels the best balance-wise). At the minimum, I was surprised to see that there is no /mc command that simply unlocks a research for a given colony.
Feature description
Notes or related things
Viewers