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When I was playing with your mods they seemed to overwrite the Motor Industries. What that meant is: Normaly the new Motor industries are meant to only produce engines. But with your mods enabled they also produces automobiles.
1. Starting the game with only this mod and without any mods to make sure if the problems were caused by this mod.
2. Make sure the mod has been updated to the latest version, if you couldn't find the option for automotive industry then it means steam hasn't downloaded the latest version for you.
I have a few questions, so I'll write below.
1. since the 'Faster Upgrade' button is not available on its own, but as an option, does this mean that if I only select the 'Glassworks' button, for example, the entire 'Glassworks' will be selected, but the 'Faster Upgrade' will only 'randomly' select up to 3 buildings of the same type to be included in the 'Evaluation Process'?
2. Is the ''Electrification'' button also a button that cannot be used alone, but as an option activates ''Electricity Automation'' for facilities that can use ''Electricity'' for production?
If the 'Electrification' button is not activated, the PM (Production Method) change will only change the PM except for 'Electrification'.
I always struggled getting upgrades like dynamite into my industry because I couldn't manage to keep the buildings productive enough to maintain good wages.
This mod just does it with ease. I'm sitting here watching my GDP and standards of living explode. Exactly what I was hoping for 🙏
The mod has been updated for 1.8x and I haven't noticed any crash relating to this mod.
1. Try disable all other mods to make sure the crash is caused by this mod.
2. If it still happens, provide error log so I can identify the problem.
3. For multiplayer, there are usually more compatibility problems that might cause crashing, especially when there are multiple mods for different players.
1. Do you have any other mods that modify buildings? According to the error log it might have something to do with CPC and the Glassworks foreign investment trigger. Could you search "zw_" in the error log and show me all the errors that contain this keyword?
2. This shouldn't happen since the mod always checks if a PM is available first, so I guess it's because of something else. Could you provide more details, like when did it happen, on the first day of next month or next week, and did the PMs actually be changed?
I've explored error logs and it has a lot of following errors: "[21:56:17][jomini_script_system.cpp:270]: Script system error!
Error: Event target link 'scope' returned an invalid object
Script location: file: common/scripted_triggers/zw_cpc_triggers_1.txt line: 39 file: common/buildings/zw_cpc_01_industry.txt line: 147
"
I think I know what the problem is: before I dissolved my power block, I used Transportation mandate, which gives new railway PM. After I dissolved the block, this mandate disappeared and PM was gone too, but the mode tried to apply it nevertheless
I think it's better to toggle some options only when it's necessary or ready. It's because the scripts can't always handle some edge cases (I tried to minimize the number of triggers to make sure the mod can work smoothly).
@Kurushkatha @cmdedj
Checking sell orders will greatly increase the number of triggers and it might also cause a loop in some cases:
no new input -> no new PM -> no new demand -> no new input
So there are three options:
1. Produce new input goods in advance while there is still no new demands.
Just like what I mentioned in the previous FAQ: toggle the option when it's ready.
2. Create a small demand as the "initiator" of the supply chain while there isn't enough input goods.
Then you just need to start producing the input goods after the "initiator" appears.
3. Add triggers to compute building levels and sell orders.
This will sacrifice performance just for some edge cases.
@Crown
This mod should work in multiplayer, but I haven't tested it multiplayer.
@John S. Stapler
It only works on vanilla PMs, but having PM mods usually won't affect this mod.
@Josavi99
Ironman compatible.
@Daft Vader
AIs have their own logic to change PMs, more conservative and complicated, also being evaluated and executed less often.
@swishy
If you switched country mid-game, the previous country would keep the previous JE but wouldn't change the options anymore.