Songs of Syx

Songs of Syx

2x Multimod (V69)
48 Comments
{SA}1swiftfox1  [author] 11 Jul @ 7:52pm 
@FederationPrime I haven't done a huge amount of testing but it should be completely safe to add and remove from a save file with no issues. The techs are their own files and don't modify existing game files so they shouldn't conflict or cause any issues with adding/removing mid game.
FederationPrime 11 Jul @ 4:08pm 
Since it doesn't seem to be listed, level of compatibility with existing saves?
{SA}1swiftfox1  [author] 4 Jul @ 1:02pm 
@Meliska I am open to doing that but as I recall laboratories didn't really have a great way to boost then without modifying the room file for them and I avoid doing that as it decreases compatibility and decreases save compatibility.

Having said that I have been toying with the changes to the event system and would like to greatly expand this mod. Provided I can overcome my current road block with the event system.
{SA}1swiftfox1  [author] 4 Jul @ 12:57pm 
@Bread It should be relatively save compatible, for the most part it doesn't make any changes to the actual room files. Most of the things in this mod are standalone so they shouldn't cause issues with save compatibility or issues conflicting with other mods.
Bread 3 Jul @ 4:22pm 
Is this save compatible or do I have to star all over again?
Meliska 16 Jun @ 3:11am 
Heeey, any plans for adding boosted laboratories?
NUTRITIOUS_BONG_WATER 7 Jun @ 9:44am 
ok thank you for answering
{SA}1swiftfox1  [author] 7 Jun @ 5:39am 
@Nutritious_Bong_Water, I added the option for 5x starting in V68 because people requested it. I thought about adding it for the earlier version however there is a risk with changing a mod that people are already using for a save file. To explain better basically it seems like if someone has a save for v66 lets say, if I then go back and modify the V66 version of this mod it could cause their save file to become corrupt. It's easily fixed by just undoing the update but I'd rather not risk it and be the cause of people losing their saves.

So as of right now I typically only add features to the mod when a new version of the game releases. Although V69 sort of snuck up on me and there were more things I wanted to add. So I may be forced to do that for V69. If I do I'll likely just rename the current version to something like V69_old as a backup on the off chance it corrupts some saves.
NUTRITIOUS_BONG_WATER 6 Jun @ 9:44pm 
I did that and it's working now thank you. And I have a question if you don't mind answering. Why are the 5x mods only in v68 v69?
{SA}1swiftfox1  [author] 6 Jun @ 2:03pm 
@nutritious_bong_water the 5x options are only available in v68 and v69 did you opt into the beta to play on this versions? If you did and they're still not showing try verifying your game files.
NUTRITIOUS_BONG_WATER 6 Jun @ 11:17am 
Hello, love the mod. But it looks like I can't see the 5x options.
{SA}1swiftfox1  [author] 6 Jun @ 5:26am 
@JokerdaAce If I understand your question correctly I believe you're asking if you can activate both the 2x and 5x at the same time. The answer is Yes. There is nothing stopping you from having a 7x modifier by activating both the 2x and 5x at the same time.
JokerdaAce 4 Jun @ 6:04pm 
When I loaded the mod onto a fresh already made world in V69 I saw that I can get the 5x and 2x tech thingy at once?

Will having them improve anything or only one at once?
{SA}1swiftfox1  [author] 4 Jun @ 8:34am 
Glad you got it working :) Let me know if there are any other questions. Sorry for the slow reply.
Wu-Hong 3 Jun @ 10:33am 
I’m sorry, I was able to use it after trying a different version. I thought the game would download directly as version 0.69, but I found out it was version 0.66
Wu-Hong 3 Jun @ 8:17am 
I would like to inquire about the trigger conditions required to use the 5x module. I only see the 2x option. I have also installed Grr_Ghur's 5x module, but I do not see the 5x option
Hanzo 1 Jun @ 9:20pm 
Thanks for the 5x option! so far no bugs:steamhappy:
{SA}1swiftfox1  [author] 1 Jun @ 12:36pm 
Mod has been updated to V69, there have been some changes to how the tech tree is laid out and I've chosen to add a 5x option below all of the 2x options. Let me know if there are any bugs with the mod or if you encounter any problems, Thank you!
Paulinou 19 Apr @ 4:04am 
I don't understand something about this game and I don't think the problem is with your mod.

Is it normal that when I hover my mouse over the weaver, for example, I see that it produces 6.2 cloth for 3 cotton, but when I build one and look at its production and consumption by years, I see that the ratio is still 1:1?

Do you have an explanation? Sorry if my question is stupid, I'm still new to this game.
{SA}1swiftfox1  [author] 6 Apr @ 8:34am 
Sure, add me on steam and we can chat about it, it's a bit complicated to explain in the comments.
鉴畜挑战 3 Apr @ 8:10am 
Hi there! I want to increase the production multiplier to x5, but I don't have coding experience. Could you guide me through the steps in a simple way?
Spectronom 27 Feb @ 12:33am 
You are a king, thx for the update bro !
{SA}1swiftfox1  [author] 26 Feb @ 7:45pm 
Hey everyone! Sorry it took so long, I quit playing for a little while and then life got busy. This has now been updated to V67 and V68! Please let me know if there is a bug or an issue. I would also love to know if the change to fix AI taking these techs has been fixed.
CoolingRoom1644 23 Feb @ 9:23am 
V68 patch or update would be awesome!
Elefsar 31 Jan @ 2:17pm 
UPDATE would be great.
Spectronom 20 Jan @ 12:10pm 
update ? ....
SFH 18 Nov, 2024 @ 10:11am 
Hello, just wanted to ask, any news about V67 update?
{SA}1swiftfox1  [author] 15 Nov, 2024 @ 9:32am 
I play on V66 currently. It is V66 compatible. It is not yet V67 compatible because I haven't had the time to fix it.
Mr. X WeregλrurumonX 14 Nov, 2024 @ 4:21pm 
Not V66 compatible.
{SA}1swiftfox1  [author] 16 Oct, 2024 @ 5:35am 
Hey Hanzo, I'll see what I can get done this week. Admittedly I haven't had much time to play and my saves aren't compatible with V67 so I need to make a new test save to make sure everything in the mod still works and fix what doesn't. I'll aim to have a fix out by Friday.
Hanzo 15 Oct, 2024 @ 7:38pm 
any updates? Thanks for the mod swiftfox it helps a lot noob players like me :)
{SA}1swiftfox1  [author] 22 Sep, 2024 @ 6:09pm 
@o amigo da floresta Make this with Java so that it is stored within a separate menu for you to toggle. I have been working on this but I don't know Java so it's a bit of a clunky process.
:3c 19 Sep, 2024 @ 5:36am 
how can i make it so AI doesn't unlock the mod technology? I wanna use it but I don't wanna lose trade too
{SA}1swiftfox1  [author] 16 Sep, 2024 @ 3:11pm 
I'm setting up my new PC atm so I'll push an update within the next few days :)
Secret 12 Sep, 2024 @ 2:29am 
cant work on v67 : (
Secret 11 Sep, 2024 @ 2:56am 
does it work on v67?
Endergod 30 Aug, 2024 @ 12:53pm 
Can you add more levels for each technology? X3 X4 X5?
{SA}1swiftfox1  [author] 25 Jul, 2024 @ 2:05pm 
Good to know @StartedOffSolid I am unfortunately away from home at the moment but have you tried testing the non tech versions of this mod? They still affect the AI so I doubt they'll be any better. I was working in a script version of this mod before I left that would theoretically not be usable by AI but as I've stated I'm not home for another three weeks so It'll be a while before I can get that version out let alone working as I want it.
StartedOffSolid 24 Jul, 2024 @ 2:27pm 
Okay, it's definitely this mod that caused issues with trading. I turned this off and the AI traded with me. They actually want basic things now like furniture and fish. I think the tech route has made the AI too abundant in resources and won't trade with you for them. With this mod on, the only thing they would want is end game things, especially crossbows. You can't export anything else.
StartedOffSolid 22 Jul, 2024 @ 4:14pm 
Is anyone having issues with exporting? None of the AI seems to want anything that I have. Everyone is just storing tens of thousands of everything. And more. I haven't played a ton of v66 but I remembered being able to trade/export for money.
Pats 12 Jul, 2024 @ 1:02am 
any way to include 2x immigration?
Paradies 5 Jul, 2024 @ 12:28pm 
sounds good :)
{SA}1swiftfox1  [author] 5 Jul, 2024 @ 9:31am 
@Paradies I've never tried with it but looking at the mod files for Songs of Spirit I don't see anything that would conflict. I chose doing this through the tech tree because it causes much less headaches with compatibility. So unless a mod changes the two room files I've modified you're pretty much safe to assume it's compatible.
Paradies 3 Jul, 2024 @ 5:32pm 
Does it work with "Songs of Spirit Mod"?
-Xvy 29 Jun, 2024 @ 9:53am 
OUH YES!
Stick 27 Jun, 2024 @ 9:08pm 
Yeah if the AI doesn't unlock the techs then this is a god tier mod

Thank you Swiftfox:steamhappy:
{SA}1swiftfox1  [author] 27 Jun, 2024 @ 6:11pm 
Theoretically it affects the AI as well, the same as with the base versions of the mod. However i played for a few hours with it and didn't notice that they had unlocked these techs.
gh44444 25 Jun, 2024 @ 2:49pm 
Sorry to sound dumb here, but does this affect the AI or is it a player only research?