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As @Sarigom mentioned there is an issue with upgrading Chamber of Elevation to House of Apotheosis in the mod for the Necrophage origin decision. Changing "upgrades = { building_necrophage_house_of_apotheosis }" to "upgrades = { building_fzzz_necrophage_house_of_apotheosis }" in "...\common\buildings\fzzz_necrophage_buildings.txt" within the mod fixes the issue.
There is also a missing localisation for job_fzzz_necro_apprentice_plural within "...\localisation\english\fzzz_loc_stuff_l_english.yml". This is likely the case for other languages as well but I have not checked. Adding the following to the file on a new line will fix the issue:
job_fzzz_necro_apprentice_plural:0 "Necrophytes"
Sad.
Since I used to separate these origins
Remnant- Works perfect
Knights of the toxic god- Works (as long as you aren't using gigastructures which is broken)
A note for using this mod, changing planet types from a space statiion etc into a planet causes issues, you also don't want to change your planet more than once.
Thanks a tom
yea its true, its not really a bug, in my playtests like 2 weeks ago i had on some point 3 habitats in one system.. there are no really limitiations where to spawn a habitat, they have to be set by modder. honestly i just didnt thought about the payback habitat.
and yes in my local version i already fixed that "issue", the payback planets start with a special flag, so i could simply set the habitat to not spawn in systems where these flags exist :)
the restored payback habitat isnt really deactivated. its more like its getting activated/initialized when u press the option to restore it or when the projects is finished, im not quite sure where exactly
I don't know...
I honestly wouldn't call the current state a bug because it's functional. If it was causing problems that would be completely different.
Is there anything in payback that blocks (or is supposed to block) the spawning of the restored habitat? In the event that there's already a habitat built when you finish restoring it?
Either way I love your mod dude, seriously
would be nice if we could talk about this things in the Bug discussions, its just nicer to have everythings centered in one place for later references.
When using the payback origin to start,
Then selecting Knights of the toxic god..
THEN selecting the habitat option, thus putting 2 habitats not just in the same system but in orbit of the same planet!
The most unexpected thing happened.
Both habitats are without a doubt... completely.. and... totallly...
Functional!
I don't know how ya did it, but fantastic job.
The habitat Major/minor orbitals are applying to both planets by the way.
So on a scale of 1-10 how badly would starting as payback origin break stuff ya think?
thats because the event that triggers after picking the toxic edict had a typo and thus wasnt triggering the follow up event chain correctly. i updated the mod so the toxic god menu is now avaible.
if u already started a run with that origin and are not that involved in it, u may want to consider starting a new game, since the new implemented settings u can choose now dont apply to ur savegame.
if u just want the "vanilla experience" than the basic stuff should work fine, u can add the deposits with console commands
the habitat spawn still isnt quite finished yet. so dont spawn the habitat when u have only systems with megastructures, it wont spawn if u do & u might have sacrifised pops for it ^^
I don't know if it's because i started with the "payback" origin or not.
but (i hope) im halfway done with the toxic god origin. i wrote about 2000 lines now, though i didnt touched the vanilla event chain yet.. hopefully i can controll myself enough so i can release the next update this week.
I will definetly finish this mod & keep it updated if u guys remind me. i always read ur comments, although i might not respond, i still write down ur feedback and stuff!
Glad to see you're taking over and doing this yourself, will definitely use once more origins are in and various bugs are fixed :)
so i guess for the future expect 1-2 origins added per week. u can ask for favorites in the feedback discussion :) next week i will update a crusader kings 3 mod (dont know how much time that will take) and afterwards rewrite the toxic knight origin, so maybe no new additions next week.
ill try
@RiSC
will be corrected with next update, thanks