Songs of Syx

Songs of Syx

Technology Expanded (V69)
59 Comments
HQ 4 Jul @ 1:44am 
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Erwin Rommel 3 Jul @ 12:49am 
Hmm, I've got one problem with a slaughterhouse. It was supposed to make meat and leather, but it seems like that even it says it do, there's just 0 leather added from it. Probably because the only storage in the room is for meat. It would be nice to get some leather from it, especially since library need a sick amount of it. Maybe change the recipe, so it would only make leather?
AeryToast 29 Jun @ 10:36am 
Raids occur because your army is too small, have at least a skeleton army defending. Even with a bunch of deterrence research, they will still come and attack.
Mia Ishata 24 Jun @ 3:16am 
Im not certain if it was this mod or WarMasters but the "Deterence" research which supposedly increases raid security didnt do much, raids happend every 3 days regardless.
Casscadier 13 Jun @ 4:29pm 
@Aly if you would a save to test it on I can send you mine over discord or something similar if you would like.
Casscadier 13 Jun @ 4:28pm 
@Aly Thank you for all the work you do even if your not playing! I can confirm that no leather is produced at all (I would be making a surplus of 550 but I'm importing it instead). I 100% get what you mean with the modding tools available, not every studio (or solo dev) can make robust documentation and tools for the community.
Aly  [author] 13 Jun @ 4:45am 
@Casscadier A lot of the ideas I had for this mod, about 80% of it, had to be axed because I found out the modding system is not as versatile as it looks, you can implement it without errors, but I simply doesn't work. As far as I can remember, the Slaughterhouse visuals will not show the secondary item in the room, but it will account and be delivered to storage. If you notice the values of both items, the main one should increase the most and the secondary just a little, then it should be working as originally designed. If that is not happening, then the update changed it and its likely the Slaughterhouse won't work again as intented.

Last time I played this game was on V67, so I am keeping my mods updated based on my understanding of previous versions. I will most likely play this game again on V1.0, then actually update everything properly with features that are more in line with said version. But until then I will continue to keep them mainly on life support.
Casscadier 12 Jun @ 2:19pm 
First off, love your mods and they are a cornerstone of any save for me!

First time using slaughter houses and by god they are insane. They do say that they should produce leather but they only ever seem to produce meat on their output tables. Any advice?

Currently only using your mods in the above order.

Thx!
Aly  [author] 10 Jun @ 2:45pm 
@dagobert dogburglar this is very likely a real issue, but there is nothing I can do since there is no modding resources I could use to identify other mods being active. I could either have the same item unfortunately requiring 3 techs to unlock or 3 different items that are identical. both options are bad. I choose complacency.
dagobert dogburglar 8 Jun @ 7:38pm 
With flaggermus, garthimi expanded, warmasters, and this in the correct load order I am unable to build any acid structures if i only research the garthimi tech. Its making me purchase both flaggermus and garthimi techs for the acid gland in order to produce it. Have triple checked load order and this is repeatable.
Mawootad 7 Jun @ 12:03am 
Minor bug report, but the techs for humans don't list the increase in workers you get from them. You can kinda calculate by hand for some of them, but it's a little annoying. The techs do seem to work, all of the other techs in the mod appear to correctly list the job increases, and base game lab techs show job increases so Idk why they don't work here.
Aly  [author] 1 May @ 5:22am 
@J You need to upgrade your computer to use this mod. A 4070 should be enough though.
J 30 Apr @ 10:17pm 
Bad. Causes lacg.
Gaven 25 Mar @ 10:13am 
Thank you Aly!
Aly  [author] 25 Mar @ 5:27am 
Fixed.
Shumno Takumi 24 Mar @ 3:08pm 
Same error here and i dont use bigger city mod
Lord_Orange 15 Mar @ 6:41pm 
@Lannater did it start working for you when you changed your mod order or something? Im not even playing with bigger city size and I got a very similar sounding error.

" REQUIRES_MIN in object at line: 162. C:\Program Files (x86)\Steam\steamapps\workshop\content\\V68\assets\init\tech\ALY_CRETONIAN.txt
available:
AI_AMOUNT
BOOST
COSTS
ICON
LEVEL_COST_INC
LEVEL_COST_INC_MUL
LEVEL_MAX
REQUIRES
REQUIRES_TECH_LEVEL
UNLOCKS_FACTION
UNLOCKS_HUMAN
UNLOCKS_REGION"
Lannater 7 Mar @ 8:45am 
Disregard that, I think its a mod conflict with Bigger city size.
Lannater 7 Mar @ 6:55am 
Not sure why this mod is stopping me from saving the game. Checked the logs and it has to do something with the cretonian files that are part of the mod. Not the greatest at reading logs so I dont have much more info. Anyone have any info??
Aly  [author] 5 Mar @ 3:33am 
@Boy I'm out of comission for the next 2 weeks, but I'll think about it.
Boy 4 Mar @ 8:55pm 
For the love of GOD make Slaughterhouses universal, and give Tilapi's like a huge buff to hunters or something because that building is ridiculous, especially needing 200 of them, like, Hunters are GARBAGE and Auroch Farms are SUFFERING. I like playing only Amevians and Leather is like this esoteric unobtainable thing
CEO of wewatch 28 Feb @ 7:56am 
ty
Aly  [author] 28 Feb @ 6:23am 
I did the thing.
SSstar 24 Feb @ 12:20am 
Respect. Love the mod.
Aly  [author] 22 Feb @ 4:35am 
Sorry about the gigantic amount of time this is taking. It is not this hard, I'm just taking my sweet time to sit down and do it. I've converted a few trees and should post the new version before the turn of the month.
CEO of wewatch 15 Feb @ 12:22am 
I look forward to the update
Aurilliux 18 Jan @ 4:02pm 
Thanks Aly!
Aly  [author] 16 Jan @ 1:46pm 
@chicka_yazy @Gaven just give me a few days. been having some busy cpl of days and this one will be a lot of monotonous work cuz of the technology revamp.
Gaven 16 Jan @ 10:14am 
I am sure Aly will do good by us whenever they get some time!
chicka_yazy 16 Jan @ 7:41am 
@Aly, can we count for V68 update? This is one of these mods I cannot play the game without
Kandar1933 25 Dec, 2024 @ 2:34am 
Fantastic mod & I love that its one a few mods that actually works in ea67; thank you!
Lil Beetle 26 Oct, 2024 @ 9:20pm 
Slaughterhouse is overpowered
[P18] Mongolz Enjoyer 24 Oct, 2024 @ 2:04pm 
It still works with V66 right?
Tamamo on holiday 18 Oct, 2024 @ 1:06am 
Any chances of you integrating your race mods with this too? Since this adds a slaver tree for each of the vanilla races.
amy6565 28 Sep, 2024 @ 4:25am 
oh so thats not going to be a part of the mod anymore, thats a little sad i liked the idea a lot but i understand thanks for the explanation
Aly  [author] 28 Sep, 2024 @ 4:05am 
@amy6565 Because of limitations with the modding engine a lot of my ideas (that I did not test throughly enough) had to get axed. If you are experiencing that, it is most likely just not working. It is not something I can fix either. I will remove it next time I update the mod.
Aly  [author] 28 Sep, 2024 @ 4:03am 
@Furious Kaiser I thought of that, but the modding system does not allow an 'OR' operator. So I cannot join two individual conditions. It was because of this that I created such an extended slavery tree that pretty much repeats all of the rest.
Furious Kaiser 27 Sep, 2024 @ 6:43pm 
I know the race specific techs from this mod require X amount of the specified race to be able to unlock stuff, but I am curious if you can, let's say, while playing as a mono race run, bring in a bunch of a specific race (either through immigration or slavery), unlock their race techs, then get rid of them, will the race tech still work once unlocked?
amy6565 27 Sep, 2024 @ 5:45am 
hey i know this has been asked before but im having some difficulties with the two item recipe things, i have only tried some carpenter ones so far particularly the furniture + paper one im getting furniture but no paper. i looked into what was said with them not appearing in building but still going into storage. it says i am producing a net positive amount of paper with no other sources however no paper is ending up in storage or anywhere else i could find. im not really sure if this is a mod conflict or something do you have any ideas?
Cage the hedgehog 24 Aug, 2024 @ 10:10pm 
no warehouse upgrade?
Ventz 18 Aug, 2024 @ 2:56am 
You are the GOAT at modding this game.
MinosAsterion 22 Jul, 2024 @ 3:46pm 
Nah, I get it. I'm just asking if you were going to give them something else in exchange. Great work anyway. The only reason I'm not giving it a run is because the classic fantasy races just got updated and I have to try it. (It still works but the different races got different advantages in that one)
Aly  [author] 22 Jul, 2024 @ 2:20pm 
@jkm no, nothing about that is touched by this mod
@MinosAsterion sorry, but even though the mod system allows me to do it, the hard code just doesn't. In order to have a stable mod, I just removed it completely. I will reinstroduce it if something changes in the future versions.
MinosAsterion 22 Jul, 2024 @ 12:53pm 
Did you manage to fix the human housing or are you giving them a different tech?
jkm 18 Jul, 2024 @ 2:41am 
doess that mod change the level system ?
I m at 200 pop but still waiting for the guardpost to discover.
the tooltip says I need the level "legati".
when is that reached ?
thanks, great mod so far
:chiken:
Beefs 8 Jul, 2024 @ 9:24am 
The update a few hours ago corrupted my saves.

If anyone else gets the same issue, open the folder:
(SoS install drive):\(Steam)\steamapps\workshop\content\1162750\3277434785

Rename "V66" into anything else, then rename "V66 OLD VERSION" into "V66"

Thanks, Aly, for keeping the old folder in there for emergencies lol
The save corruptions had to do with incorrect room counts.
Aly  [author] 7 Jul, 2024 @ 5:59am 
@Atalanta Thank you! I'm going to change the recipe and rebalance.
Atalanta 7 Jul, 2024 @ 12:54am 
@Aly i tested it now on a new Save with only this mod enabled. Meat - Leather seems to work fine but Egg - Meat and Meat - Cotton seem to only produce the first product without the other ever seeing the light of the day.
Aly  [author] 6 Jul, 2024 @ 5:45am 
@Atalanta I found out that the game modding system allows things that the game is not actually ready for the hard way. Through testing (correct me if I'm wrong though) workshops seem to produce a maximum of 2 items, but the Slaughterhouse is something I did not check. The 2nd item will not appear in the building but will get delivered to the warehouse. The 3rd item (when there were some) would get completely ignored. So I ask you to check if your 2nd item counter is still going up, despite not showing in the building's local storage.
Atalanta 6 Jul, 2024 @ 2:52am 
Yep as Astarvox said it seems like double production seems to be bugged, i have the same problem with the slaughterhouse despite having maximum size storage there.