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I hope for a smooth transition ^^x
^ in case you missed it ; )
I will wait for system requirements then, and will try to chill in the meanwhile >.<
Yeah, but if that's the same eng they used on JA3 (very likely) then it's dx12.
> Locations
Something tells me that new dlc they added has breakthroughs, or they changed the map generation again...
Commanders - they labeledGeo Engineer as easy (-20), Space Miner as easy (20), Rocket Scientist as hard (20), Doctor as normal (10), Politician as normal (0) in the DevDiary #1 : /
Locations - coordinates 2N176E are shown as Relatively Flat but in the current version those are Steep. There is to say that are for a pinned location so maybe they made it a bit more easy rather than shuffling all locations or adding new ones ^^'
New .csv will be a must when and if possible : )
PS: feel free to delete all of this if you want to keep this area free from spam : D
By the way, someone wrote release will be on October 21st, that is a week after last planned video diary. If that is the case it looks really behind the corner : /
From the look the new game is a big patch, that means most mods should work out with minimal upgrade, and hopefully that there won't be need of the current fixes (there will be new things to look for indeed) : D It may means that won't be needed better hardware also but I'm not so sure on this one, it may be DX12 only next ^^'
How long before the end anyway? One year? More? Less?
I'm glad I already finished as much as I wanted to do with it : )
Missed a DLC check (thanks Charmich0802).
v11.4
Main Menu Music mod option was ignored.
Make Dust Sickness from storybit not effect Biorobots:
It doesn't always cure colonists for some reason and Biorobots never die, plus they're robots...
Also checks on load for any dust sick Biorobots and removes the trait.
There's a mod option if you prefer dust sick Biorobots.
Didn't check for DLC for some storybit fixes and fixed some issues with loading saves.
Cyber War: Anyone up for some good old blackmailing? Never rewards funds only lowers standing.
Eureka!: Option 2/3: Always picks from Biotech instead of random category.
v11.2
RC Harvester doesn't collect waste rock (Thanks Dark Master).
Added my mod:
RC Constructor Terraformer Routes
v11.1
Meteor landed on under construction track while dismantling (Thanks Tremualin).
v11.0
Changed g_CObjectFuncs to CObject for SetScale fix (it only worked after loading twice).
Survey Offer Option 2 never starts (same issue).
v10.8
Cure For Cancer: Rare Outcome never starts (partially same issue as Free Will: Violent Urges Solved).
Free Will: Violent Urges Solved never shows up after researching story bit tech (Thanks Dark Master).
Some mod is adding OpenAirGyms to the Workplace label,
which means "attempt to call a nil value (method 'GetFreeWorkSlots')" log spam.
Added my School Skip Attained Perks mod:
Schools won't pick a trait the colonist already has when training is complete.
Cargo Shuttle flying underground with a colonist being transported to a surface dome (Thanks DamnedLife).
Twin Peeks: spawning, but not showing Beauty/Research effect deposits.
Show actual resources in build menu for Dome Streamlining, Mars Nouveau, etc
Fix applicants with a func instead of a time.
Log spam on new games (thanks Tremualin).
v9.8
Log spam from Fix Deposits Wrong Map.
Added my mod:
Fix Deposits Wrong Map
Added my mod:
Fix Rover In Dome
Colonists underground crash v3:
Third time is the charm, this crash was apprently newly arrived colonists going down the elevator instead of the arrival dome.
Rare Anomaly Analyzed: Fossils: Global Support option doesn't check for Space Race DLC.
Which makes it useless if you don't have the DLC, so it gives a random breakthrough now.
Colonists underground crash v2:
A different save and colonists on the surface stuck in underground labels (same mod option as previous fix).
Added mod option to move any colonists underground that probably should be on the surface (or crashy).
Removing a mod mid-gameplay that adds a tech field.
Removed fix from 9.1 (user didn't have Space Race DLC).
Can't unlock Global Support breakthrough.
UCP: Never get funding/res points from Observatory.
If you install Space Race DLC then Shuttle Hubs will disappear from build menu in existing saves.
Toggling power to domes with passages in certain instances will create some log spam.
Added my fix for multiple art suns from my Artificial Sun Range mod.
v8.6
Changed how I check for borked cargo / fix it.
v8.5
Added my mods:
Fix Unlock RC Safari Resupply
Fix Unrepairable Attack Rovers
Fixed string 8390.
Aldrin Base Trade Rocket
This rocket is tasked with brining construction materials for the Hydrogen 3 mining base being built on the Moon - Aldrin Base.
The Man From Mars: Outcome 3: Let him be, whoever he is.
None of the options reward anything, Morale is based on CustomOutcomeText and Morale stats from Outcome 2 (Thanks Dark Master).
v8.2
Same sort of fix for The Extract and shuttle hubs (Thanks Dark Master).
Added another fix for Mona Lisa Underground Rare Anomaly:
If using Paradox and you pick Shuttle Hubs, it doesn't give jumper hubs (Thanks Dark Master).
Power Switch/Pipe Valve were showing up in every menu.
See here to get it working: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2835850170
Key binding certain buildings won't work when pressing the key (Power Switch/Pipe Valve).
v7.8
Log spam from borked colonist.
Asylum Storybit will never start.
Log spam from loading older saves.
Changed Colonists Wrong Map Infobar mod option to disabled by default.
Fix for whatever odd thing Mars Underground mod is doing with presets.
Unlock Artificial Sun for refabbing.
Moved Fix Landscaping Freeze into NewDay instead of LoadGame (for those oddballs with long sessions).
Moved around the code to tidy it up a bit.
On the "good" side it is a check that kicks in in specific cases only, when production swaps from seeds to food (and probably the other way around also), as with base game only I never had food dumped on the ground. Farm just caps at 300 Food and any extra harvest is lost, without to create any issue (well, not with food counter at least).
I guess if DLC alters existing game mechanics in a subtle way...