Songs of Syx

Songs of Syx

Extra Info
35 Comments
Jojojay 30 Jul @ 1:45pm 
great work
Emi  [author] 8 Jul @ 9:53am 
Thanks c:
Abom1331 2 Jul @ 4:53am 
Great mod, it may be the best mod for this game
ACTORANUNNAKI^^ 18 May @ 6:24am 
nice! thank you and mod <3
Emi  [author] 13 May @ 7:13pm 
For those of you in the V69 alpha, it is updated for it.
Jimzawy 12 Feb @ 1:58pm 
Keep up the good work, best of wishes
Emi  [author] 12 Feb @ 2:43am 
V68.24 breaks the mod again thanks to Jake's modification of RESOURCE.java and ModuleUpgradable.java files that I used in the mod. The first one is great because he added the haulers on the resource like I had, so I can remove that file from the mod. The second is less great, because it no longer has the room maintenance showing denari. I went for the fast fix while I learn his new program, so I'll have to add that feature back in later.

Until then, there's still the maintenance UI page that shows everything by room type anyway.
Emi  [author] 4 Feb @ 4:22pm 
I just uploaded another version that will prevent crashes from happening if Jake updates the _Icon.png files or the Icons.java file, but otherwise is identical in use. If anyone has an issue with the newest 0.4.5 version, let me know. It was an absolute pain in the ass, and I wouldn't be surprised if it continued to be.
Emi  [author] 4 Feb @ 4:17pm 
@wan1694 When you click on a room such as Globdien Pastures or something, the profitability of the room should appear under the area where you upgrade. Can you link an image of what you see in Bug Reports if you don't see it?
Emi  [author] 4 Feb @ 1:00pm 
Glad the update worked, but I'm working on removing my code from Jake's files so it won't happen again. When Jake updates the icons, he adds a new line in Icons.java and edits the image. Which means I need to do both of those to fix it, and I hate working in image software.

I just made it so it'll be an entirely different png file for the small and large icons I use in the mod, but for the time being, I still use the same Icons.java file, so I'll still have the same crash next time he edits adds a new icon :/ (but if he edits the icon image that's fine now!)
OcN.Helbrecht 4 Feb @ 10:58am 
Awesome, appreciate all the work you've put into this great mod.
Emi  [author] 4 Feb @ 10:15am 
V68.20 update killed the mod because Jake edited one of the code files that my mod edits. I am working on fixing it now.
OcN.Helbrecht 4 Feb @ 9:03am 
Same issue here, patch must've borked something.
Judaspriester 4 Feb @ 7:21am 
java.lang.NoSuchFieldError: plusBig
new error occuring with the current V68 beta build. without your mod, it works fine.
Pkingtiger 4 Feb @ 1:44am 
yesterday the game worked fine, now it crashes at launch
Z先森 4 Feb @ 12:49am 
Crushed the game on launch for v68 newest update
wan1694 3 Feb @ 5:09pm 
hmm...I still can't find the menu of Industry profitability in V67
Emi  [author] 2 Feb @ 2:58pm 
I just tried it, and it works just fine in V67 as well? What issue are you having?
wan1694 2 Feb @ 4:22am 
not work in V67 :(
(just work in V68)
Emi  [author] 1 Feb @ 10:27pm 
Ok, you're looking at the "Profit per employee with no labor bonuses, buying inputs and selling outputs. It only considers the cost of inputs for the profit on that table. First column is profit per person, then the output Amount @ individual price, then it includes every input Amount @ individual price. For example, you make 6 bread worth 27 each, but then -6 grain worth 36 each and -.5 coal worth 48 each, giving a "profit" of -78.

That table (both 'profit per employee with no labor bonuses') can be hard to read, but since it's not really that useful most of the time, I haven't bothered to fix it up. It is still invaluable when determining issues in the game or comparing the prices of what you have for certain recipes vs the worldwide average (comparing the two tables results for a given recipe) so I've kept it in, if for no one else than myself.
ThiArcher 1 Feb @ 11:41am 
What would be the first numbering of 5 numbers, the second of four numbers and the last one to the right of the @?

And the manufacturing that depends on other resources, when the primary resource is reduced and the number to the right of the @ becomes smaller, what does that mean? Is it the real profit after expenses?
Rohzdear 21 Jan @ 7:49am 
@Raoni You mean the game hasn't updated to v68? v67 and v68 are currently on Beta, you have to select that from the Game's Properties and select the Version/Beta you want to try.
If you mean the mod hasn't updated, maybe try unsubscribing and subscribing again? Or Verify Game Files, again from Properties.
Raoni 21 Jan @ 6:56am 
I'm on the 66v version and it hasn't updated to this new update, could anyone help me?
Emi  [author] 21 Jan @ 2:22am 
@Rohzdear I updated the mod but couldn't get it to crash. If it crashes again with the newest mod version, then send me a save file from here: %AppData%/songsofsyx/saves/saves

I'm also in the Songs of Syx discord as EmiTheWitch
Emi  [author] 21 Jan @ 1:54am 
@Horus Lupercal
If you're on V66, then tech profitability by labor might be all it has. I made it for V67 and a lot of the functions I relied upon for my calculations weren't made yet in V66. V68 has some more features than V67 as well, so for all features, you'd need to be on the newest beta version.
Rohzdear 21 Jan @ 1:21am 
Wait, no. Happaned again. Let me see if I can reproduce it and I'll post the log on the dicussions.
Horus Lupercal 20 Jan @ 11:40pm 
Is there something specific I have to do for access to the info? I have the mod installed and it gives me the tech profitability by labor, but nothing else in the mod is working.
Rohzdear 20 Jan @ 11:25pm 
Don't know what was it, but it seems to have been fixed after one of the latest game updates. Doesn't crash anymore.
Emi  [author] 20 Jan @ 10:19am 
I can't reproduce that crash. Do you have a crash report I can look at?
Rohzdear 17 Jan @ 10:35pm 
Seems to be causing an instant crash in v68 when hovering the mouse over the new Technology Tree icons. I disabled the mod and the crashes stopped occurring. No possible incompatibility with other mods.
Emi  [author] 12 Nov, 2024 @ 7:31pm 
I tried to add that 'max price' but it honestly looked pretty tedious. I tried updating the mod with a breakdown of maintenance cost by room type, but Steam just doesn't want to let me. I'll try another day, I guess.
Emi  [author] 8 Nov, 2024 @ 11:36pm 
It's kinda funny, the main reason I added the average price for the world was because Jake (the developer) wanted it when I shared some of this mod, saying the 'price via depot' was worthless to him (for what he wanted to check).

I'll have to see if that price is actually something I can find, I might have to add another code file to get the best price in the world (and "best" varies if you want to buy or sell! Are you wanting lowest price for inputs and highest for outputs?) At the very least, the average price of the world is the one that raiders use when determining how much value your city has.
Netrake 8 Nov, 2024 @ 4:55am 
Hi, could you change calculations for profitability for two options. One being for best import/export price via depot (so with factions you have trade agreement), the other option being best price for the world, instead of average.

The average is rather meaningless. In my current game, the average for bow is 400, but the best price is almost 1k. It changes from least profitable to highest profitability, between world average vs world best price
Emi  [author] 24 Oct, 2024 @ 3:25pm 
In the tech tree, (if you use my "Hybrid Optimization" example from images) it shows that the technology requires I put 13.7 people in the lab *specifically* for this technology (at current lab worker rates) to make 3.1 people worth more of those crops. So it's not worth it because you could just put 3.1 workers into these farms instead of 13.7 workers into laboratories.

As for 'profit per worker after maintenance" that is done on the workshops themselves, but I don't have that in the full page display of workshops and recipes because it depends on how you make the building and other modifiers. Right now, it's basically a "is this even worth making for money?" list and that amount will vary over time, based on location and trade partners. The only way to know if you're getting profit per worker after maintenance (tools, etc) is clicking on the room after you built it. Otherwise, I can't even know for sure what species of people will be in it.
NathanXS 24 Oct, 2024 @ 8:57am 
Can you include " Profit per worker after maintenance" for each building on the list?
Some buildings require cut stone or iron bars to build, which increase maintenance cost incredibly, making it not worth.

Also abit confused about the research tooltip.
First: Means if i put e.g. 1 more worker, ill have enough points to unlock that tech?
Second: ? no idea