Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Actually, I was hoping for some simple solution.
In Debug Mode mod there is an option to unlock technology from a category by category name.
It seems all we need to do is find out the name of the category to which these hidden technologies (which the Societies provide) belong.
And these are definitely technologies, because the Unlock Hidden Techs button unlocks all embassies and Societies buildings.
Yeah, not a trivial project.
As the modder has to research, trace and locate all the effects, sounds, animations, any other properties of said buildings, extract them from the game files, and then re-connect them in the modtool.
Compile the mod, test the mod until it matches the in-game Society buildings with no other side-effects. Also test with different permutations of
- base game + 1x other DLCs + 1x Alliance DLC or
- base game + 1x Alliance DLC only or
- base game + 1x Ultimate Edition.
Rinse and repeat for ALL Society Buildings reward. How many Society Buildings rewards do we have for the Alliances DLC?
Very effort-intensive and time-consuming!
And it does not help me pay my bills....
...for a game I'm no longer playing.
Hope you can get a modder interested.
If you choose Unlock Hidden Tech in Debug Mode - you unlock all Societies techs (buildings included), but also unlock all techs from Bio Lab.
Which is not very good, since these technologies CAN be researched in the game. Unlike technologies provided by Societies that are not on the map.
I don't want to use cheats unless absolutely necessary.
I've not dug into code to see if "terraforming" the land to reshape it i.e. add / remove lakes or land surface, is possible.
The mapseed is randomizing which PNG "terrain" we get from about a set of 9-15 static image files. (Not certain of the actual number.)
I've mentioned before of numbers. Are there still modders learning the codebase of this game to mod it? Out of the current pool of players?
I can't recall if I ever tried, but I'm vaguely aware, knowing myself I would have tried and when it didn't work, my sentiments would be as my statement above. As that makes the most logical sense.
If one knows enough C#, the code can be edited to remove this "gated" feature, I would think.
You can see and experiment yourself, if there's ways to do it and then report any findings to the Discussions section?
I believe removing deposit(s) is an "all or nothing" sort of action.
Cannot remove a specific deposit-type, it would remove all deposits - resources (surface and including deep ones), pollution, blight samples, berries and hostiles. I might be wrong about the hostile animals. And I don't have access to my gaming PC at the moment to confirm.
My suggestion is, if you go this route then, you need my factories to indefinitely produce the resources.
I was looking into modding these deposits out and add more features for the DLCs with my factories, but life got in the way...
But I doubt it's possible.
Still, I have not really looked at the Debug menu for the DLCs, I don't know what's possible and what's not. So hope is eternal, eh?
If you find out anything from your own experimentations, share the tips!
Type it into a field in the Tech Tree and then iirc there's a button like "Unlock 1 category"
Is there any way to unlock only one technology? For example, a large hospital or a nuclear power plant. So as not to unlock all hidden technologies, in particular terraforming.
@Disastrophi, If you'd rather not worry about certain conditions, then can disable that feature in one of the Toggles so that condition does not contribute to the colonists' Happiness rating. Because I can't think of a worst thing to do than having to constantly make the Happiness adjustments instead of enjoying gameplay.
noticed value of Happiness at 85 ( | ha 85 | ) is about halfway mark on the vertical bar
I just loaded up the game to see what you're referring to re:Happiness, might need some playing around with values. Just off the bat, I think since we cannot set at per individual colonist level, the setting is set by 2 things:
- selection by condition, instead of Person
- select what value to change for all colonists with that condition
Difficulty then arises from translating what the game mean and what we see on screen. Turning on the "Person Debug UI" from Debug Toggles menu would help. So then need to click on "Detailed Info" to see the text below it in full since the info-panel is not resizable, nor draggable.
1. code usually uses fractions of 0-1, (noticed value of Happiness at 85 [ |ha 85| ] is about halfway mark on the vertical bar)
2. Some status rating are calculated from combination of all other status like Radiation level from Food, i.e all food has some amount of Radiation no matter what, so a colonist gets radiation just from walking and eating
3. based on (2), Happiness most likely is also a threshold value that is added up from the existence and absence of other conditions.
Can you/someone please explain a few settings ?
I want to change happiness. In a new game, before building anything, I spawned a few people to test, hit F10 for debug, clicked the Persons button, changed dropdown near bottom of screen to Happiness, change ValueAmount from 1 to 1000, pressed Set Value.
The colonist's happy meter spikes to the max and then immediately goes back to where it was.
What am I doing wrong?
Do the delta happiness or duration values under Persons Advanced come into play for this?
Appreciate anybody who has time to answer but understand if you don't.
I searched for explanations but couldn't find any.
I don't want to unlock all the hidden tech, it's too cheaty. I just want to be able to get what you can't get otherwise. Everything that can be researched - I would like to research without cheats.
And yes, it's easy to find out the Society ID that sent the request. Just press Log Full/Active Queue, and list of request will be in clipboard, with SocietyId field.
The triquetra flag is only in the Resource Factory mod. So if you enable Debug Mode without enabling Resource Factory, no triquetra flag.
If you want help in interpreting the Player.log, upload and share the link. Instructions (in full) are documented in Resource Factory workshop page.
Without that log file, not much I can help with for troubleshooting purposes.
Well, except one question - are you logged in with your Paradox account in
- PDX Launcher, and
- Game main screen ?
I've compiled the mapseeds and societies relationship in a shared Google Sheet in https://steamhost.cn/steamcommunity_com/app/684450/discussions/0/3819657908517679947/ when I play-tested the mods for 1.25 update.
Hope more players would help flesh it out...
here is the full list of Societies IDs (F10 - Federetion tab - TargetID) (reputation ammount it's bellow that box so you can change and increase the value)
Chemville - 27
Lushton - 15
Sageford - 14
Junktown - 17
Malltown - 2
Rackham - 30
Trinity - 22
Little Anvil - 28
Sin Town - 29
Omicron - 25
New Heaven - 19
Coalition - 26
Dead Creak - 11
Hospitalia - 12
And yes.... i remember a better way to find the rest using reveal map
i think the best way to get the rest is set bandits at min in world map, and fast explore on game settings for the specialist, and again when we found a societie try and error, i saw that games have seeds but i dont know where to put them to try to get the rest and after getting the 365 days im burned out to try again
Does the game allow us to change Societies after the game loads? I thought they were kinda tied to the mapseed.
Does the DebugMode mod have a tab for us to input these IDs? Last I checked, I couldn't find out how. But I haven't really spend that much time researching on how to use the IDs like we could for the Specialists...
All mods are only activated on a New game however, you cannot introduce a mod in the middle of a playthrough. And a modded game cannot be made vanilla after the fact. So, if you've enabled Resource Factory when starting a New game and then decide to enable Debug mod in a different session for that Save, that won't work. Both mods have to be enabled before the New game is started.
One way to ensure the mods are enabled is to look for my avatar icon on the Visualize section of setting up a new game in the Flags. No triquetra flag, no mods enabled...
Chemvile -27
Lushton - 15
Sageford - 14
Rackham - 30
Sintown - 29
Omicron 25
and thats all the societies i have in my game so far (i need to start a new colony to find the new ones)
Requests from communities follow one after another, and the time to complete them is very limited. Your colony is already barely surviving, but you have no time to survive because the request timers are not waiting. The most hated part of the game.
If the communities would give more time to complete the request...