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In general the Galactican Tech Tree has storage unlocks.
I will be making sure that they all unlock properly when the tech(s) are researched in my next update.
Is it a character that's unlocking them? I don't see anything in the notes to suggest that, but could be missing it :)
I noticed safes get unlocked when they get unlocked from another part of the game/another mod, but researching other storage solutions for other mods and the game doesn't appear to unlock these.
I'm 99% sure I'm just overlooking something, or am just wrong on my findings above, but would love some clarification as the PX storages are by far my favourite for electronics, crafting, freezers, manure, etc.
Thanks in advance :)
I disabled the repair bay due to how much.... bloat it added in the mod itself.
Every item you "repaired" was actually a recipe that took <gun/armor> and gave you back <new and perfect durability of that gun/armor>.
With all the edits I've done to the og mod, maintaining that list was low on my to-do list.
I have plans to make it be a <small set> of "blank" recipes that actually goes into the equips survivors equipped items and sets their durability equal to max.
1. Robot attacks in px scenario (best mod should enable that kinda)
2. Colonist price review (the game is balanced around having below a dozen colonists, and I'm trying to implement a soft limit with these hiring prices)
3. No trade level 0 recipe
4. Fab matrix stuck locked (research and recipe)
5. Organ boxes bug
6. Beyond stranded compat
7. Supply/trade recipe tabs not showing up
8. GECC colony ship bug
9. Droid hiring bug
10. Discover same species with expedition trait
11. Cyber crystals stay locked
12. Medium px moon to offset the other moons (easy, ridiculous, and rip your base)
If I missed something lmk, as my attention is back into this mod
I've been spending my free dev time working on my newly released nest overhaul mod. Mainly so I can add new "nests" into this mod (like a Galactican police station, Consortium mining base, rebel guerrilla squad, etc...)
So the reason for my post, is that if i play ANY scenario other then the Project-X i get random monsters and robots...but when i play the Project X scenario i only get monsters. Did i miss something, or is there a way to get robots? They are a great source of free weapons, parts and occasionally $$$.
Thank you for all you do!
Really hope more fixes are coming, as I am trying out the mod right now, but reading the comment section makes me believe there's much more to repair.
@jay7720 There are new research columns to the far right that slowly unlock the PX buildings/recipes. You need to research & build a signal relay to progress past a few researches
TL:DR
Trade Receipts are used to purchase Official Trade tech
(I need to add a way to spend these outside of tech purchases tbh)
Govt Secrets are used to purchase Illegal Trade tech
- There is a large selection of things to spend Govt Secrets on (And it's upgrade BP)
-- Requires Black Market or Cyber gear research completed
I will check to see about the BP safe not showing up and other places to store them.
ThePhantom, the Landing Pad should be in the construction menu -> PX -> Relay; not in it's normal place.
It seems i was missing some research, from the pictures in the description I was missing most of the alien turrets. I also never found blueprints or any use really for the higher tier hacking mats, i was wondering if there was a road map for the research somewhere, or at least some good hints kinda thing.
@JoeBloe, I do not have much experience with very old and very large saves
My initial thoughts are that the game is most likely at it's "best" managing less than 4 survivors.
That is on top of the "special" reactions I have added in both the PXR and ILU mods that take up precious runtime resources. I will need to think/dig into how to make things a little cleaner
@Lord Helmchen, yes I agree that is an odd decision. I will make open a bug at the repo to review all storage containers and make them feel worth it for their physical length/width/height
Side note, I personally love the work you're doing, Base game got tooooo easy.
I don't think I disabled the random traders showing up without prompting, but I will double check
You should be able to go into the communication array and select from the "local" ships nearby and ask them to trade in the latest update
Good question. Not sure. It is good to see what you can trade later even if you can't do so right away; gives a direction/aim.
Would it be clearer if the recipes that take higher skill levels be hidden until you have a colonist with a high trade skill?
I can set that in the next update, but that would make newer players not immediately know how valuable trading can be