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You found one! That is the rarest special! Fun
Or, you can wait until he gets a handle on updating within Steam and you'll get it eventually. :)
If you do it manually, remember to keep an eye out here and, when it's announced as available via steam, to unsubscibe from your manual install and resubscribe here. :)
I posted the update on Nexusmods, and plan to continue updating this mod but RL will be keeping me busy so please bear with me.
https://www.nexusmods.com/masteroforionconquerthestars/mods/46?tab=files
Just a happy accident that I put 2 and 2 together when I saw Alcor 4 working normally prior to researching the ARE branch.
There were 58 icons in the original release and the 2.0 update I added about 25 more.
Now, if we can just get Massive Planets back in play... ;) I, personally, like what you reported about how changing the range from Tiny-Giant to Small-Massive lets the player be able to choose Massive as a homeworld. The other implications and adjustments to the change sound fine to me as well. Might we be seeing that as a separate mod soon?
The reason I'm reasonably confident EER and TI are okay are because I can build their buildings on qualifying planets, and those planets don't have any problems at all.
Alcor 4 immediately starts having the problem the same turn Advanced Resource Extraction is discovered. Output_log.txt shows a series of errors too long to post here, but relate to building queue. I'm thinking that since both the HEM and ACF buildings can be built on Hazardous Mineral planets, MOO is confused as to which ones to make available to build? I'd try simplifying HEM and ACF so there's no overlap of planet specials they can be built on.
I'm also willing to look at your modified yaml/csv/whatever files to see if there are any straightforward editing mistakes you might have missed - filenames misspelled when called, accidental save with cr/lf when expected cr (or lf) only, tabs instead of spaces in formatting, etc. Sometimes an outside pair of eyeballs is useful. ;)
No tech, no Massive planets = no bugs?
I am running deep into a single player game to look for issues, but so far all is stable. Does this production error occur every game for you? Do you play single player or multiplayer?
I would think if there's unwanted interaction, it's probably between 5x and DS, since you both modify the tech tree and add planet specials/buildings, but obv only debugging is going to confirm or discard that guess.
https://unity3d.com/learn/tutorials/topics/scripting/debugging-unity-games-visual-studio
I am happy to work on any fixes we think are necessary to remove all bugs. So far, Massive planets were the only known problem and they have been removed from this version. My single player tests are coming up with no errors but my time to play and test is very limited right now :(
Perhaps this mod cannot be run with 5X/UCP as I thought. No issues were reported from the first DSMP mod, even though Massive planets were a part of the first release. The mod ran perfectly as a stand-alone.
I have seen the production issue, but I can't say if it is linked to my mod or not. I haven't confirmed yet if any issues exist in single player. I am only running my mod and the 5X/UCP combo
This weekend I modified the yaml files in Diverse Specials as per some info WhatIsSol linked me to so that they are loaded in the proper order, but it had no effect on this. I apologize to anyone experiencing any issues, I want any issues fixed but I need more data.
I have been unable to perform tests of my own as of yet
https://drive.google.com/open?id=1BitC-XZ1SRRh1tLkPlIC6wI1F2hm4rwG
Look for planet Alcor IV. Enabling autobuild is the only way you can continue.
Either you missed something when reverting Massive planets, or it's possible one or more of your tech buildings isn't fully or correctly implemented. You'll get it working, I'm confident. :)