Songs of Syx

Songs of Syx

Free Tech Boosts
65 Comments
Kirtash  [author] 8 Jul @ 12:00am 
phew
MWRK 7 Jul @ 9:14pm 
Working, thanks!
Kirtash  [author] 7 Jul @ 3:41am 
Updated the mod, should now work, please tell me if its still bugged.
Basically, technologies added by the mod cost 1 innovation instead of 0 to solve the bug
Kirtash  [author] 7 Jul @ 12:46am 
yeah, thats what i was going to test, on vacations so its not easy to do right now, but i will try to update the mod once i can
MWRK 6 Jul @ 3:41pm 
I just tested with another similar mod that has the boost tech cost 1 and they don't seem to deactivate, so that might be the best call
Kirtash  [author] 6 Jul @ 11:56am 
Hm... i will have to test a way to solve that, but since i wont touch the game code it might be tricky to find a solution other than making these techs cost something, the minimun, so the game doesnt deactivate it on its own
MWRK 6 Jul @ 11:07am 
Yeah that could be it, I only noticed that I lost the bonus because I'm stuck in the negative on knowledge when I load my save.
GhostArcher06 6 Jul @ 3:28am 
I think it happens with the tech boost activated. I successfully recreated the issue and without vanilla tech selected I have the amount of innovation and knowledge boosted, but if I spend more than my non-boosted income, on load it will deactivate all tech (including the boosting tech) because I'm overspending. Don't know if there is some calculations done before loading mods or something like this, but the game seems to tell "You're overspending so I deactivate all techs, including the ones the makes it so you're not overspending"
Kirtash  [author] 6 Jul @ 1:45am 
Its only the bonuses deactivating right, the rest of the techs from vanilla dont deactivate? I will have to see if maybe having no cost bugs it in some way on v69...
Kirtash  [author] 6 Jul @ 1:15am 
Thats really odd, i am away on vacations roght now but will check once i can, though nothing has changed between versions in my mod, which is what confuses me
MWRK 5 Jul @ 9:42pm 
I'm getting the same issue where the bonuses seem to deactivate when I load my save, doesn't seem to always happen though
GerixXxson 29 Jun @ 11:04am 
Did the same as you and just boosted laboratory and emissary, then quit and reloaded the game and I can confirm that the mod works.

I also tried to recreate the issue on the save i made from the map creation when i started to play v69 after release but the mod works there as well.

It must be a buggy save file. It is strange though since i had double checked that all mods are up to date with v69 before i started this gameplay.

Thanks for checking so quickly and responding.
Kirtash  [author] 29 Jun @ 9:22am 
Hi, i did a quick test right now, made a small dev town, researched half of the techs added by the mod, saved the game and quit, then restart and load, and the boosts seemed to work properly, giving the extra stats to works and citizens...
Can you give me more information about the issue so i can try to replicate it on more detail?
GerixXxson 29 Jun @ 7:41am 
Hi, i played V66 without issues until the V69 was released recently. In V69 boosts work upon starting a new game. Once i safe, quite the game, restart and load the save, the boosts dont work anymore. tried to deactivate all boosts then safe then start the save again and reactivate the boosts, they do not work...

Have you been able to identify why it doesnt work?
Kirtash  [author] 24 Jun @ 8:06am 
Updated for V69. AI does not use these technologies anymore on V69+, thanks @chickenman for the comment explaining how!
Kirtash  [author] 29 May @ 2:08am 
I updated the mod, hopefully i fixed the problem but cant be sure as i was unable to replicate the problem
LivedOnce 28 May @ 11:02am 
Seems to happen randomly. I've tried disabling all mods and reloading the same save, then activating some vanilla technologies that give bonuses. It still didn't work, so I assume something in save file is getting corrupted. Rolling back to a save before the bug fixed it, and it didn't reappear yet.
Kirtash  [author] 28 May @ 9:44am 
Thing is, this mod doesnt modify any mechanics on the game, so it shouldnt create problems on its own
And for some reason, i am unable to replicate the issue most of the time, so i cant consistently test what fixes it or doesnt
If you have the bug occuring quite often, can you tell me how and when it happens? does it happen with only this mod enabled? and without any mods, pure vanilla?
Throllos 28 May @ 9:41am 
From what I saw vanilla bonuses work normally, but yeah it's possible that this is game problem.
LivedOnce 28 May @ 9:20am 
I think it's a bug in v68, because it disables ALL technology bonuses.
Kirtash  [author] 22 May @ 3:02am 
Considering between V67 and V68 i made no changes to this mod except just updating, the problem could be related to V68 itself, just in case its something i did wrong, this weekend i will try doing another pass, hopefully i can replicate the problem to get an idea of whats happening and try to fix it
Sorry to everyone having this problem :(
Throllos 21 May @ 1:56pm 
I don't know, I've even copied it into mods folder to make sure this isn't problem with steam workshop. I think this needs to be some kind of bug with save system, today I've loaded a save and the mod didn't work so I started a new game and everything worked properly then loaded my save again and it didn't work anymore. when in technology window I check summary of all tech then it shows that boost tech works but when I go to for example woodcutter or husbandry it says that tech bonus is 0 and looking at actual production it works like without this tech. Spent like 2 or e hours looking into it but I can't figure out why.
Kirtash  [author] 21 May @ 9:26am 
Do you know any way to replicate it or just playing until it happens? I dont know why it happens to some people, the mod doesnt change any mechanic or how the game works inside, only adds researches, so its weird :(
Throllos 21 May @ 9:15am 
I can confirm, for some reason it stops working after loading a save game (sometimes a save is good sometimes it's not , seems random)
Edge lordö 28 Apr @ 11:28pm 
hey mate, i noticed that when i research anything, it doesn't actually give you the bonus. if you research something, say carpentry. if you click the carpenter workshop and hover over bonus you don't actually get anything. at first i thought it just wasn't visual. so i waited like 5min and checked production. no, it just doesn't work. unfortunately is like that for all research add by this mod. i'm playing on v.68 with this being the only mod enabled.
Kirtash  [author] 27 Apr @ 9:19am 
I couldnt replicate it back then, can you tell me what other mods you are using? it might be an incompatibility or similar with another mod
I'm Penguin 27 Apr @ 8:21am 
I am having the same problem as tyler, it worked until i loaded a save and now it doesnt work. i am on V68
Kirtash  [author] 4 Apr @ 3:40am 
If i remember right, it boosts the amount of babies a nursery "creates"
Baneslave 3 Apr @ 12:18pm 
So, what does nursery boost actually do?
Kirtash  [author] 24 Mar @ 7:05am 
Hey chickenman, thanks for the suggestion, i will add it to the next version for sure!
Updating a mod on this game tends to break saves, so i will put your suggestion when i update the mod to the next version ^-^
-Chickenman- 24 Mar @ 5:20am 
Regarding: "The reason why each level gives a 10% boost and the maximum level is 10, is because the AI factions can use these technologies aswell, if i put a very high level the AI factions will produce a lot more, screwing the economy for the player."

That is a comment I found on another mod similar to yours:

"DeymPipes_ 10. März um 3:44
Thanks for the mod. You can fix the stuttering and loading issues by adding this line for each tech entry after the COSTS line in BOOST.txt:
AI_AMOUNT: 0.0,

This will make AI not benefit from the tech, therefore not mess up the trading computations, economy, and not crash the game. I tried it and it works on my side no problem."
Kirtash  [author] 17 Mar @ 7:35am 
Tyler, i forgot to say, i tested and couldnt replicate your issue, i have no idea what could be wrong, sorry :(
Walon 7 Mar @ 4:27pm 
Tyler, this might be a long shot, but have you tried deleting the folders in the tech folder, and only leaving the boost text files present in the tech folder?
tyler_ellis45 4 Mar @ 4:05pm 
Thank you!
Kirtash  [author] 4 Mar @ 8:58am 
No idea, i will do a bit of testing later this week and comment what i find
tyler_ellis45 2 Mar @ 10:17pm 
Love this mod! On V68 this mod seems to become inactive when returning to a save. Works perfect initially, but when I return to the game on another day can't get it to work at all.

Verified integrity of game files
I tried deactivating the tech and reactivating it - no luck.
Also tried reloading the savegame with the whole mod disabled, then re-enabled, and still no luck.

Any idea why the mod stops working when returning to save games? Happened to me on two straight colonies
Kirtash  [author] 23 Feb @ 1:06am 
Take me on a dinner first D:
Jenna Ortega Foot Shavings 22 Feb @ 5:11pm 
kiss me
Kirtash  [author] 20 Feb @ 3:23am 
Updated for V68
Kirtash  [author] 30 Oct, 2024 @ 7:13am 
Updated for V67 ^-^
Kirtash  [author] 3 Jun, 2024 @ 6:13am 
I dunno, i think its a random percentange that each AI faction pics per node, its not something I can control sadly
CordialVillain 3 Jun, 2024 @ 5:29am 
About how many tech up does the AI research?
krunjar 17 May, 2024 @ 2:32am 
Would it be possible to add chicken pastures from the chicken mod to the tech boosts?
Kirtash  [author] 29 Apr, 2024 @ 5:33am 
Got no idea if the AI would choose tech that give negative boosts to be honest xd
Jigglefrizz 29 Apr, 2024 @ 5:26am 
Would it be possible to add research to make the game harder?
Would the AI choose them and innately give players a boost on a global scale.
Kirtash  [author] 29 Apr, 2024 @ 3:49am 
Hello Zoldin, it might be a conflict, because using only Ranged Training Speed, Hunter Expanded, Less Spoilage, Free Tech Boosts and Clothing Expanded, I didnt get any errors when exiting, my human nurseries worked fine.
Looking at the error, it seems like a boostable, used in tech nodes, isnt present, and pull orders arent working aswell
Could you check if the error persists using only my mods? I couldnt replicate the issue, sorry :(
Zoldin 28 Apr, 2024 @ 5:14pm 
Awesome mod btw. :) Thanks for your effort! :winter2019coolyul:
Zoldin 28 Apr, 2024 @ 5:13pm 
Also with some quick testing Cretonian Breeder and Human Nursery fail to pull food into the building to start "crafting" babies. Disabling the mod fixes the problem.
Zoldin 28 Apr, 2024 @ 4:58pm 
I run other mods, so I don't know if it's a conflict.

Ranged Training Speed
Hunter Expanded
Less Spoilage
Free Tech Boosts
Clothing Expanded
Colourful World
More Readable UI
Buffed Loyalty

I haven't done any testing.
Zoldin 28 Apr, 2024 @ 4:58pm 
Not a big deal but did get an error on exit.

Unhandled error output:

[GAME] (init.D.java:63)
[63] No mapping game.boosting.BOOSTABLES CIVIC_LAW (game.boosting.BOOSTABLES$Civic.java:345)
No mapping game.boosting.BOOSTABLES CIVIC_LAW_D (game.boosting.BOOSTABLES$Civic.java:346)

[GAME] (init.D.java:63)
[63] No mapping game.boosting.BOOSTABLES CIVIC_LAW (game.boosting.BOOSTABLES$Civic.java:345)
No mapping game.boosting.BOOSTABLES CIVIC_LAW_D (game.boosting.BOOSTABLES$Civic.java:346)
No mapping settlement.room.main.construction.ConstructionHoverer Broken (settlement.room.main.construction.ConstructionHoverer.java:37)
No mapping settlement.room.infra.logistics.MoveOrderPullUI Limit (settlement.room.infra.logistics.MoveOrderPullUI.java:50)
No mapping settlement.room.infra.logistics.MoveOrderPullUI LimitD (settlement.room.infra.logistics.MoveOrderPullUI.java:50)