Songs of Syx

Songs of Syx

45 ratings
2x Multimod (V69)
   
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Tweaks and Balance: Cheats
File Size
Posted
Updated
188.212 KB
24 Jun, 2024 @ 5:57pm
1 Jun @ 12:33pm
7 Change Notes ( view )

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2x Multimod (V69)

In 1 collection by {SA}1swiftfox1
Swifts 2x Collection
9 items
Description
V66, V67, V68, V69 Compatible

***DESCRIPTION***
This mod is a combination of all of my 2x mods. However this mod functions differently with the hope that it is easier for people to use, has less compatibility issues, and that it's easier for me to maintain. To use this mod you go into the tech tree and you select the tech you would like to use. They cost 1 knowledge/civic innovation and you can disable the boosts whenever you'd like by Shift Clicking on them.

As of V68 and V69, I have chosen to add 5x options below all of the 2x options in the tech tree. I have had a number of requests for this so that change has been made and will be maintained going forward.


***IMPORTANT NOTES***
1.)This does still include education increase from the school, University works with tech but school doesn't so the room file is modified to make it work.

2.)This does still include my 2x warehouse storage mod, it cannot be done with tech so the room file is modified to make it work.

3.) If your mod is not updating simply right click on the game in your library and click properties, go to the "Installed files" tab and click on "Verify integrity of game files". This should take a second and then you can close the properties window and launch the game. It should now be updated.

4.)This mod is COMPATIBLE with Grr_Ghur's 5x Warehouse mod you simply need to load his mod before mine!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263025149


Feel free to modify and reupload this mod and its associated .png file!
Popular Discussions View All (1)
5
1 Jun @ 1:07pm
Bug/Complaint Discussion
{SA}1swiftfox1
48 Comments
{SA}1swiftfox1  [author] 11 Jul @ 7:52pm 
@FederationPrime I haven't done a huge amount of testing but it should be completely safe to add and remove from a save file with no issues. The techs are their own files and don't modify existing game files so they shouldn't conflict or cause any issues with adding/removing mid game.
FederationPrime 11 Jul @ 4:08pm 
Since it doesn't seem to be listed, level of compatibility with existing saves?
{SA}1swiftfox1  [author] 4 Jul @ 1:02pm 
@Meliska I am open to doing that but as I recall laboratories didn't really have a great way to boost then without modifying the room file for them and I avoid doing that as it decreases compatibility and decreases save compatibility.

Having said that I have been toying with the changes to the event system and would like to greatly expand this mod. Provided I can overcome my current road block with the event system.
{SA}1swiftfox1  [author] 4 Jul @ 12:57pm 
@Bread It should be relatively save compatible, for the most part it doesn't make any changes to the actual room files. Most of the things in this mod are standalone so they shouldn't cause issues with save compatibility or issues conflicting with other mods.
Bread 3 Jul @ 4:22pm 
Is this save compatible or do I have to star all over again?
Meliska 16 Jun @ 3:11am 
Heeey, any plans for adding boosted laboratories?
NUTRITIOUS_BONG_WATER 7 Jun @ 9:44am 
ok thank you for answering
{SA}1swiftfox1  [author] 7 Jun @ 5:39am 
@Nutritious_Bong_Water, I added the option for 5x starting in V68 because people requested it. I thought about adding it for the earlier version however there is a risk with changing a mod that people are already using for a save file. To explain better basically it seems like if someone has a save for v66 lets say, if I then go back and modify the V66 version of this mod it could cause their save file to become corrupt. It's easily fixed by just undoing the update but I'd rather not risk it and be the cause of people losing their saves.

So as of right now I typically only add features to the mod when a new version of the game releases. Although V69 sort of snuck up on me and there were more things I wanted to add. So I may be forced to do that for V69. If I do I'll likely just rename the current version to something like V69_old as a backup on the off chance it corrupts some saves.
NUTRITIOUS_BONG_WATER 6 Jun @ 9:44pm 
I did that and it's working now thank you. And I have a question if you don't mind answering. Why are the 5x mods only in v68 v69?
{SA}1swiftfox1  [author] 6 Jun @ 2:03pm 
@nutritious_bong_water the 5x options are only available in v68 and v69 did you opt into the beta to play on this versions? If you did and they're still not showing try verifying your game files.