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Rapportera problem med översättningen
Apologies for the quietness. Ive been battleling some health issues. Ive got no idea when things will get better. Perhaps in a month, perhaps a while longer. (Dont worry, got the doctorson it and its nothing lifethreatening :)) Atm, i cant even play video games for 9 hours every week.
So apologies, i cant say when ill be capable of updating this bitch but im blown away you guys like this little thing so much.
Tho, you're all welcome to steal and fix this mod yourself if ya fancy ^.^
I kinda just made this thing cuz i got fed up while playing the game haha
An example for Rail Way code addition:
state = {
sg:transportation = {
state_goods_pricier > -0.25
}
}
To not create separate auto building construction build triggers for every building with separate good outputs:
Use SWITCH trigger to check for which building you're scoping from, and then scope to related good outputs. e.g. compare electricity in power plants, clothes in textile buildings etc...
Because of how SWITCH works, if a custom building exists, it will skip this section, allowing their mods to function with other triggers without breaking auto expansion.
If your buildings becomes too efficient as a result of modifier stacking via various ways (Power Bloc principles + technologies + certain laws + companies + even events and state traits), building in question becomes so profitable that Auto Expansion continuously expands building in question.
This results in very low good prices for those buildings because buildings are too profitable even at those prices, allowing an over-construction of buildings thanks to Auto Expansion rules.
Low Prices are good, but only to a point. They increase GDP much less and SOL increase doesn't matter much because of other good's expenses.
It's generally better to focus your construction capacity to other goods after price of goods falls to below -25%.
So, if possible change the supported Version in the Metadata for future updates of the Mod.
Regardless, glad it works now.
Thank you very much!
Nothing was wrong on my end, but updated to the newest version.
It took a while as I had to set things up on my laptop as I don't have access to my big rig atm
Ill take a look at it soon.
Keep up the good work.
Oh yeah, never responded to ya, my bad.
Should be compatible with many mods and, as the compatibility section mentions, the exceptions would be mods that modifi the building government administration, the building railroads or the default auto expand
Thx for the kind words and let me know if anything breaks
Thank you for the fast updated, it works fine on my end too.
Hope you have an amazing day. Its time to spend the rest of the day playing a new campaign.
And the mod is updated, everything works good on my good, hope it works on your end as well.
@Joseamon
Thx for the report, i've fixed it now
Thanks for trying to fix it so soon, hope it nothing to complicated to fix.
I wish your mom a happy birthday and hope you have an amazaing day.
This is byfar one of the best Vic 3 mods, having the mod automatically grow the economy while i can focus on macro economic changes is so good. Love the ideas that are planned for the mod in the future, especially the check for subsidised building and the force auto-expand button. Keep up the good work and if you ever need some help i am open to help. :)
(Sorry for the glazing, lmao)
Thx for reporting and the kind words. :)
I was not aware of this problem and ill try to fix it tomorrow.
As today, ill be celebrating my mothers birthday.
PDX did something on the 1.7.2 Patch and now, with only this mod loaded, a "Unsupported Mods Detected" Window pops up in the start menu. When clicking on ignore the game crashes immediately. Would like to ask if you are already working on it or planning to update the mod at somepoint. Love the mod, keep up the work.
Unless PDX changed how the mod syntax/code should be written, then the mod will work just fine
(They have done that before btw, so it is a possibility)
I haven't checked myself if it works, but I did check out the new update and saw nothing that should be a problem with the mod.
I hope they didn't change the syntax, again, its the only thing that could be a problem.
That behavior is unchanged from vanilla.
In vanilla, and with this mod, auto-expand is a feature that works on a pr. building pr. state level,
it can only expand buildings.
It can expand any amount of existing buildings.
It can expand them in any amounts of states.
Note: it cannot create new buildings in states, only expand them,
this also makes auto-expand unable to develop untapped resource deposits say a 'level' 0 logging camp.
Absolutely
Oh god paradox, pls don't make me come up with some jank workaround for this...
I made it primarily motivated by my own desire to use this mod because I was unsatisfied with both vanilla and the up-to-date auto-expand mods at the time
It is a feature so far beyond my current modding abilities that i dont even know if it is a possible thing to mod.
-Add a button that forced all current and future buildings to have auto-expand on(Apart from player selected exceptions)
this would be amazing for not have to turn auto expand on for every new building build.
This mod touches no A.I. related stuff, only auto-expand requirements.
>.>
>.<
Thx :)
My 3 hours test game at least works fine