Victoria 3

Victoria 3

Grey's Military Industries Rework
76 Comments
Carolean 27 Jul @ 2:37am 
Take your time, hope you get better soon as well! :)
MasterOfGrey  [author] 27 Jul @ 1:54am 
Hmm, I'll have a think about it when I update this. I've been down with the (I think) the flu recently, but a look into this is on the to-do list.
Carolean 27 Jul @ 1:35am 
So while updating FPoAT and checking for any compatibility issues, I noticed this keeps the Automobiles PM for automotive industries locked behind Combustion Engines.

Thought I might suggest changing that to Mechanized Farming or adding an intermediate one unlocked by that tech, given it hit me that this effectively makes the Tractor PMs unusable until you also get Combustion Engines (because of how tiny the output of the initial PM on the automobiles industry is).
MasterOfGrey  [author] 8 Jul @ 5:25pm 
Tech and Res will need a compatch for any mods that change buildings.
FuZzioN703 8 Jul @ 11:38am 
I have the same problem as @ermalg2002 and it's because of Tech & Res, if I disable it I can see the PM of your mod @MasterOfGrey
MasterOfGrey  [author] 7 Jul @ 7:05pm 
Probably have a mod conflict with something else
ermalg2002 7 Jul @ 10:52am 
sorry i am having issue with the mod . i cant see any changes i dont see the extra buttons for the extra methods. i remember using this mod before the update a long time ago and working properly . am i missing anytthign ?
MasterOfGrey  [author] 24 Jun @ 6:17pm 
@Nilserrich if you're having a UI problem that ain't me.

@Vseman No
Vseman 24 Jun @ 2:55pm 
Does this work with expanded factories? Where we get separate plants for planes, tanks and etc
Nilserrich 24 Jun @ 1:15pm 
I suspect I have a problem with the mobilization bar in the mobilization window with this mod. The various buttons on the left and right are larger than the window. Looks like a combined error or a bug. Besides all the mods you updated for 1.9 (except the one that is incompatible with BPM), I still use Dawn (+patch), BPM, Kuromi's AI and Kikko's flags and createable nations mod. Still dependencies, of course. I don't even have a clue what the problem could be. This is the only military related mod I use.
kaiser 24 Jun @ 10:31am 
ty i am a big fan of this mod, thank you for all your efforts
jinn in outer space 24 Jun @ 3:26am 
you are the best thank you for the quick update
MasterOfGrey  [author] 23 Jun @ 7:36pm 
Mod Updated
- Fixed company bugs with Mitsubishi and Skoda
jinn in outer space 23 Jun @ 6:01pm 
Thank you for the quick response, glad to know it wasn't an intentional design decision. I did a japan run specifically to take advantage of the unique paper but I do all my runs with your mods so I was worried I'd have to give up
MasterOfGrey  [author] 23 Jun @ 3:40pm 
Thank you for letting me know, I'll fix this.
jinn in outer space 23 Jun @ 2:11pm 
for some reason this mod breaks the mitsubishi company and gets rid of its washi paper prestige good. Im not sure if that's intentional but it isnt listed anywhere and it kinda sucks losing a rare prestige good entirely like that
MasterOfGrey  [author] 21 Jun @ 7:11am 
V1.5 (still)
- Updated for 1.9
MasterOfGrey  [author] 21 May @ 11:35am 
I believe they are looking at doing a patch on their end.
WolfDK 20 May @ 12:58pm 
Any chance for a patch being between this and 'Tech & Res'? At the moment there are conflicts between their Motor Industry and Munition Plants.
Korovo 19 May @ 1:36pm 
for me it crashes the moment I click on any PMs which BTW are showing as emojies :D
MasterOfGrey  [author] 31 Mar @ 8:35pm 
You may need to unsubscribe and resubscribe to force the fix
DailyLithium 31 Mar @ 4:17pm 
The bug still occurs
MasterOfGrey  [author] 30 Mar @ 5:25pm 
Uploaded a possible fix.
MasterOfGrey  [author] 29 Mar @ 5:17pm 
It absolutely shouldn't be doing that, I've requested assistance with getting to the bottom of it.
DailyLithium 29 Mar @ 1:39pm 
The morgenrote update broke this mod. Now vikelas events are spammed with no loc even though I'm not using Morgenrote
MasterOfGrey  [author] 22 Mar @ 6:20pm 
Updated with compatibility for Morgenröte racing team content.
MasterOfGrey  [author] 20 Mar @ 1:12pm 
I’m going to fix that in ~2-3 days after I get back home from being on holiday.
wrohzer 20 Mar @ 1:05pm 
Does anyone know if there is a compatch for Morgenröte? Right now they mostly work together exept for the automobile club where you can not create one because there are no locomotive factorys with car enabled.
MasterOfGrey  [author] 4 Mar @ 5:14pm 
I don’t explicitly support compatibility with Project Variety due to the scope and frequency of breaking updates that it has.

University Inventions is new and has also been incorporated into Project Variety. If someone makes a compatibility patch for this and University Inventions then it’ll also probably work for Project Variety.

But I won’t be making the patch - I don’t have time and I don’t plan to play with either of those mods.

If someone else makes the patch I’ll be happy to link to it in the description here.
Паевые фонды 3 Mar @ 9:51pm 
Incompatible with University Inventions, i use Project Variety + all your mods and if i running Multi-line production framework then this mod does not work.
MasterOfGrey  [author] 3 Mar @ 3:17pm 
You're more than welcome to, be my guest! =)
Carolean 3 Mar @ 1:42am 
Hey, I'm updating my agriculture mod with a few tweaks, mostly to swap out the engines to automobiles for tractors as I like the logic you used here of them counting as complex engines as well, and was wondering if you'd mind if I added in the Cropdusting PM you've made here as well?
mrclrchtr 6 Jan @ 1:30pm 
Do you think, it´s compatible with Kuromi's AI?
MasterOfGrey  [author] 3 Jan @ 6:21am 
Improvements to cars will be in an update tomorrow!
Quilaarq 3 Jan @ 6:06am 
Considero indispensable separar lo ferrocarriles de los automóviles, sin embargo, los privados construyen en exceso el edificio, aun cuando tiene un -40% de rentabilidad.
Por favor solucionen este problema!!
MasterOfGrey  [author] 1 Jan @ 5:12pm 
(usual warning applies: let it run for a week before opening the building tab)
MasterOfGrey  [author] 1 Jan @ 5:08pm 
V1.5
- Automotive Industries now have dynamic plane and tank pm's that are considerate of the number of shifts in use
- Military Shipyards Shiftwork PM line have been improved to sort out graphical issues
- Military shipyards now consume some amount of artillery as an alternative to iron/steel for ships (provides baseline artillery consumption)
- Automation PM's added to Electronics Factory
- Bug fix on ammo demob pm's
- Tweaked balance of small arms automation pm's
- Localization updated for all
MasterOfGrey  [author] 30 Dec, 2024 @ 6:11am 
Yes, Tech56 conflicts with most things.
Pepper please 30 Dec, 2024 @ 4:42am 
OK problem solved , this mod is conflicted with Tec56
Pepper please 30 Dec, 2024 @ 4:30am 
Why can't I produce automobile ? There's simply non exist that PM option either on motor factory (civilian one )nor in automotive factory (military one) , did anyone else encounter that problem ?
MasterOfGrey  [author] 28 Dec, 2024 @ 5:29pm 
They shouldn’t actually be all that productive, but I think cause demand spikes the moment you have 1, they get overbuilt.

I still have it on my to-do list to tweak these tho so I’ll check in on their productivity soon.
ac566 28 Dec, 2024 @ 10:09am 
Are the early PMs for automobiles meant to be so productive? The private construction and AI seem to love to build hundreds of these things which become completely wasted with better PMs massively overproducing them to their own detriment
MasterOfGrey  [author] 25 Dec, 2024 @ 5:48am 
It would be a moderate amount of work to compatibility patch the demobilisation PM's to balance with the Lock and Loaded PM's.
And I wouldn't incorporate it because it has other things too.

But it would only be the building and pm's for the ammo building needed - so it's quite constrained. If you wanted to look into deciding what you think it should look like, I could consider it, or at least help you out with where to go.
bill21203 25 Dec, 2024 @ 12:05am 
hi there, would you look into the Lock and Loaded mod and either incorporate or comaptible this mod with it if possible? thankyou
\/oron Agrrav 18 Dec, 2024 @ 9:56am 
yeah, my Economy is still recovering, but it's sorting itself out, my military machine Definitely had a fun time trying to play catch up whilst at war with Britain, good thing I already had naval supremacy, but it did make for an interesting war having your navy with a handicap
MasterOfGrey  [author] 17 Dec, 2024 @ 1:52pm 
Ah yes I forgot to mention to always let a week tick over so buildings can sort themselves out after an update before looking at them.

Glad it did actually sort itself out! :)
\/oron Agrrav 17 Dec, 2024 @ 6:08am 
Seems it was a gremlin, if people have a similar issue just Don't touch anything, don't mouse over anything and let a few days pass, it'll sort itself out,
also you'll most definitely be suffering a little bit on an existing save if you're suddenly required to use automotives
\/oron Agrrav 17 Dec, 2024 @ 5:50am 
latest update seems to have killed my ongoing game, Shipyards now use automobiles, and it'll straight up crash if I look at them, haven't seen if a new game has the same problems
MasterOfGrey  [author] 17 Dec, 2024 @ 5:19am 
V1.4 (HUGE UPDATE)
- Automotive Industries now unlock much earlier with PM's that represent early steel gear transmission components and vehicle options that lacked pressurised rubber tyres.
- Automotive Industries and Military Shipyards both now have Shiftwork PM lines
- Shiftwork PM lines also exist working as intended for Timber to Steel
- Aeroplane and tank pm lines now have additional options if you're running triple shifts
- Motor Industry outputs have been buffed
- Explosive factories now have an automation PM line
- ALL demobilisation PM's have been rebalanced extensively
- New icons for demobilisation PM's
MasterOfGrey  [author] 17 Dec, 2024 @ 5:19am 
- Small Arms and Artillery outputs have been rebalanced as a result
- Automation PM's for all military industries have been adjusted to not waste any staff reductions
- New technology: Pneumatic Tyres, because just having combustion engine is not the whole picture
- Cropdusting PM for farms in the automation line
- Custom icons for shiftwork pm lines, additional automotive industry pm's, and cropdusting
- Localization updated for all languages

In theory, this update is 100% savegame compatible.
If you're *not* running Timber to Steel there's a small chance I've overlooked something but I'm fairly sure it should be fine.