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Cant figure out why my ships break (and the heat doesnt help)
All small weapons are PD, all PD are small weapons
But then ive got some weird bug i cant seem to fix (ive rewritten 2/3rds of the mod here on my end and ship sections are breaking somehow)
Youve already helped me a lot, check my profiles url and you may know who ;)
i got a lot of WIP stuff in my files and got stuck in worldslayer, so proper patch may take a while
sry
probably going to trash it ad update but i havent seen many bugs using this version on overlord, anything i need to check?
Just google for that, not a specific mod
I would be extremely grateful if you could explain.
This is quite an interesting mod, by all accounts. I always wanted to turn the galaxy into a laboratory for breeding aliens or other monsters, but unfortunately there are some problems with downloading this mod from steam, so can you download your mod on nexus mods?
Ill try my best to get it all tidied up faster :)
Infesting the galaxy is after all a very worthwhile endeavor
Will have to undo a few things, update may come in 1-2 days
but so far first test and looking at code i didnt find much more, so in a few days i patch
For the most part it will also be mixed hangars, eg the SuperCarrier titan parts are 4 light, 4 medium, 6 heavy bays, while the Advanced Carrier Battleship is 2 light, 2 medium and 4 heavy
But also all Heavy will act like the old stellaris bomber and wont do PD
So far it works out pretty nice, with a supercarrier really causing trouble, while some patrol carrier are very effective PD
ill keep my design notes in the mods folder when i do the 3.4 update :)
(i also reworked it so that all S weapons are PD)
Also triggered_station_modifiers are currently broken (according to the gigas folks fixed in 3.4)
Already got some more things in the work that sadly hit several vanilla limitations (different sizes for hangars)
And yeah, the 3 routes of tech and unique weapons is meant to rp and lean into a unique strength of theirs, happy someone enjoys it :D
thanks i fix locally here, gonna be releasing some minor fixes patch soon then
owner = {has_technology = tech_luxuries_1
country_uses_consumer_goods = no}}} = you can only build them if you don't need consumer goods. If you make it "Yes" , the module appears. I also noticed that the icon is not linked correctly. icon = "GFX_rogue_spaceport_consumer" simply delete the "GFX_" and the correct icon will be displayed.
For everyone who doesn't want to wait for an update. the file to edit is in Steamapps/workshop/content/281990/2730048989/common/starbase_modules/Rogue_starbase_eco_modules.txt
The Tech for the Phalanx is endgame and you have to unlock "Nanolathe Engineering"
That requires scalar energy fields, which in turn require juggernauts