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i found the reason the foundry drones don't fill - the base game inline script for adding alloy jobs for gestalts (including hive) was changed to job_fabricator_add, and this mod didn't change the inline script, thus adding a job that the game does not check for anymore. it is a 5 second change to solve.
I hope to have those fixed as soon as I get some time to work on the mod again, thanks for being clear about the circumstances, and I'm glad you like the mod so much!
Love the mod btw, been using it since I found it last year
I can't really help you since I don't know what's going on in your game. Did you research the deposits? Are you using the right game version? Does your planet have the required population and any other pre-requisites to build the deposits?
Perhaps most importantly, are you using a wilderness empire? That's isn't supported. Maybe in the future, but right now it's not.
The only mod I know of that does something similar to this one is Planetary Wonders. (honestly I think the mod is amazing)
Here's a link to the mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2305790641
Regarding the second part of your comment, please read the mod description.
As for your first suggestion, I'll look into clarifying requirements on deposits, that's an oversight on my part.
Have you decided on making or not making a special resources zone for things like Zro/ Nannites/ Living Metal
I can't exactly give you a concrete timeline unfortunately. I'd like to have those problems, as well as some other bugs I know of, fixed within the month ideally.
And how long to expect a solution to the problem, your mod has no analogues (Or I did not find them)
This is a problem I'm going to work on as soon as I'm able. Rest assured I'm aware of it.
Left out the operative part, which was what you were musing on. Each of those deposits requires a planetary capital, large population and the correct ascension path tradition tree completed, not just started.
There are indeed. Each ascension path is intended to have one, as in psi, bio, machine, and cyborg, though with the modifications they keep making to ascensions a few may be broken right now.
I suspect there are a few others with pre-requisites that are not listed.
I don't know whether this is the main reason or not, but finishing synthetic tradition is the requisite for the orbital robot assembler thing for me
Question - I have just researched this. I do not see it as an option to build. Am I missing something? Does it have a pre-requisite I have not built yet?
"The Deep Mantle Exotic Hyperforge, producing dark matter, living metal and nanites.
The Biosphere Preservation Webbing, a gaia-world unique deposit available to regular and hive empires. Produces Zro."
My mod is the original and as of now is up to date. It has two new deposits, and I’m working through bugs introduced in the 4.0 update.
This is the main thing I'm looking into fixing next. I hope to have the problem solved in the next 1-2 weeks.
Thank you again.
After i noticed in my game i tested with just this mod enabled on fresh save, gave myself all techs and resources, populated home planet and built all of the added decisions. I tried to setting job priority for each of the jobs but none would fill.
Even though those jobs aren't working with the mod my devouring swarm is still op though :)
love the mod though and hope you can find the problem.
@Road66
Linked in the bottom of the mod description. I tested it briefly, hope it works for you both.
I’ll upload a legacy 3.14 version shortly if possible. (Didn’t consider the possibility I’d still need it, irresponsible I know). I’ll link it in the description if I manage to find a backup that works.
It doesn't, unfortunately.
I changed as little as possible this version with deposits. Some minor changes to upkeep, updated job counts to reflect the new pop system. I did tweak the origin, which I will likely continue doing until I'm happy with it.
That's all for the 4.0 update.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486985238
All credit goes to Derelict Dawn for the original, and if he updates his, I'll remove mine. It mostly just fixes the population and job scaling, and switches some jobs for other ones (so, clerks -> traders, but with fewer).