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The mod is not out of date. It's working 100% fine for 11543 other players. Have you actually researched the Faster Moving Walkways tech?
I also dont modify colonists behavior at all. This mod has been working for years. You're the only one finding problems. This leads me to believe it might be something to do with your mod setup or the new expansion. If it is not working for you, uninstall it.
Please confirm how you determined that the error is coming from my mods? The Tech.lua file is not even part of my mods and the code that was built for this mod was made by the ingame mod editor directly from Paradox.
The only code executed that was not created by the mod editor is the in the setTechEffects.lua of the mod package. This file has only 21 lines of code and the error you posted indicates that the error occurs in the Mars/Lua/Tech.lua file on line 468.
[LUA ERROR] Mars/Lua/Tech.lua:468: attempt to index a boolean value (global 'UIColony')
P.S. I notice some colonist may chose to walk out of air lock to go home, maybe it's the route through the passage hub is slower than just walking outside. If that's the case then the hover walkways when using with big turn may have the same situation. Although it's fine to just let them walking outside, I might find some mod to increase the speed in the passage.
I'd like to use both mod at the same time.
This is working as expected. I started a new game and selected Transport Tycoon and the techs are in the tree as they are supposed to be.
https://prnt.sc/10x78vf
https://prnt.sc/10x7bad
https://prnt.sc/10x7a8w
If you DON'T select Transport Tycoon, then you have to research them as normal and the tech is in the tree as you can see here:
https://prnt.sc/10x7eg2
https://prnt.sc/srh6xe
My mod doesn't make changes to core game play. It simply makes something longer than originally coded. Nothing more. So one has to ask which mod is the problematic mod? So it can be argued that there is nothing wrong with my mod because if you remove Choggi's mod, the problem also goes away.
Of course it works fine when they are connected to normal hexes.
I had to disable your mod to make them work.
This mod was built using the in-game mod editor. There were no special coding techniques used or applied. If the techs are not showing in the tree, then this could be a game bug or a MAYBE a conflict with another mod but i am yet to encounter a conflicting mod . From my testing, the ENGINEERING techs was in the research trees and at random times the BREAKTHROUGH was also there.
I also haven't had any other complaints that this mod isn't working as intended. Maybe make a copy of your game, install a mod that reveals all techs in your game and then see if the tech is available and where.
Not sure what the point would be to enable an option like that.
What's the point of that option if you already have the choice of not researching the option for hover walkways. By not researching it, you won't get 5X.
This is an immersive mod. Its a breakthrough tech. With it being a breakthrough, there is only a random chance that you get it. There is no definite absolute.