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Load order doesn't necessarily control which mod takes precedence.
Thought I might suggest changing that to Mechanized Farming or adding an intermediate one unlocked by that tech, given it hit me that this effectively makes the Tractor PMs unusable until you also get Combustion Engines (because of how tiny the output of the initial PM on the automobiles industry is).
@Vseman No
- Fixed company bugs with Mitsubishi and Skoda
- Updated for 1.9
University Inventions is new and has also been incorporated into Project Variety. If someone makes a compatibility patch for this and University Inventions then it’ll also probably work for Project Variety.
But I won’t be making the patch - I don’t have time and I don’t plan to play with either of those mods.
If someone else makes the patch I’ll be happy to link to it in the description here.
Por favor solucionen este problema!!
- Automotive Industries now have dynamic plane and tank pm's that are considerate of the number of shifts in use
- Military Shipyards Shiftwork PM line have been improved to sort out graphical issues
- Military shipyards now consume some amount of artillery as an alternative to iron/steel for ships (provides baseline artillery consumption)
- Automation PM's added to Electronics Factory
- Bug fix on ammo demob pm's
- Tweaked balance of small arms automation pm's
- Localization updated for all
I still have it on my to-do list to tweak these tho so I’ll check in on their productivity soon.
And I wouldn't incorporate it because it has other things too.
But it would only be the building and pm's for the ammo building needed - so it's quite constrained. If you wanted to look into deciding what you think it should look like, I could consider it, or at least help you out with where to go.
Glad it did actually sort itself out! :)
also you'll most definitely be suffering a little bit on an existing save if you're suddenly required to use automotives