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Is it possible that the mod doesn't work properly yet?
I just started a single player and now I'm about 50 years old. So 50 years. I play machines. I really concentrated on the planet / sector Ai Mod and got two more planets and then had these two and my main planet managed. Right from the start.
I logged exactly when he built what on which planet. So the order.
I noticed the following. I have a planet then sometime times on "Alloy World" put, so that this builds there Alloy factories. Instead he built the following in order: Dust Trap, Dust Trap, Mining District, Generator District, Generator District, 2 x Blocker remove, 2 x Gas Refinery.
So far still no Alloy factory. :-D
Also I noticed at the beginning that the first building on new planets is not a robot factory for more pop, but an uplink. That was the case on both planets. First the second building, at 15 pop became then the machine factory for more pop.
So my suggestion, instead of the uplink, first the building for more pop. :-)
And is there a way to get somehow automated to my Alloy factories? :-)
As for the uplink: This seems to be a regression due to some priority updates. Gonna take a look at that right now.
Your mod builds buildings one at a time. Which is fine, except for the "construction complete" noise spam.
It's mitigated by commenting out the sound line in key = "BUILDING_CONSTRUCTION_MESSAGE_TYPE" in common\message_types.txt. I thought you might want to add this to the description, in case it bugs anyone else.
I think the issue is with Industrial Worlds. I was looking at the mod and don't see any Industrial World settings.
I seem to be having the same issue. No matter what settings I try, it doesn't build Consumer Goods producing buildings. Everything else seems to work fine. Running 2.5 though.
@Revelator_13:
I just tested this against an old savegame and a new one. It was building consumer goods just fine.
Did you enable the "IPA: Manage Consumer Goods" policy? Consumer goods management is disabled by default.
I've switched the policy to enabled by default, but this will not affect existing save games only new games.
@Munqaxus:
You are right there were no special considerations for Forge or Industrial worlds so far. I just added a bunch of new conditions and fixed a few exclusion to urban worlds to make the focus adhere to world types better:
- exclude foundries(alloys) from research/refinery/leisure worlds
- exclude factories(consumer goods) from research/refinery/forge worlds
Check the release notes for more details. Just pushed the update to the workshop.
@Dylan:
Awesome
Yes, it was enabled. If its working just fine on your side then perhaps there was probably a compatibility problem with another mod. Although I have no mods overwriting those files you listed in the description. I'll test it again and report back.