Millennia

Millennia

Salts And Soaps
22 Comments
Thamalandis  [author] 28 Apr @ 7:32pm 
Patch 1.11.2b

- Added icons for the "Alt"-key resource toggle menue for the new workable good system for honey and wax which were missing for them on the map.
skaz88 26 Apr @ 9:53pm 
oh, i missed that.
Thamalandis  [author] 26 Apr @ 9:16pm 
The beekeeper always produced wax. As the Infopedia tells you, for wax it needs a "worked" nearby farm AND a forest near it.

It's an early wax bonus for perfect placement. The Apiary is the one which reliably produces at least 1 wax.

...

To ensure playability of savegames, Millenia saves the loaded scripts in your savegame. As such you likely need to play a new run for the changes to take effect.

If you just wait 1-2 days you can do so with the united mod which combines Call of the Steppes and Salts and Soaps. As such just finish your current run.
skaz88 26 Apr @ 9:07pm 
Do I need to start a new game and does the beekeeper produce wax now?
Thamalandis  [author] 26 Apr @ 7:55pm 
Patch 1.11.2

- Removed the distance rule from the bee group buildings as this old bugfix is now redundant
- Replaced the ugly PT-Farm wheat structure with the WorkableGoods structure from DLC 2 for Beekeeper and Apiary Garden
- Fixed the Advanced Start overlay bug already addressed in Call of the Steppes

This is the definitive final version of this mod. Outside of bug fixes nothing will be added. Any future additions would be as part of the united mod planned to be released in the next 2 days.
Thamalandis  [author] 21 Apr @ 8:27am 
Patch 1.11.1

- Added missing string for ROCKSALT_HILLS
- Due to the games inherent "behavior" to grab a random list of tile requirement resources to spawn near players as starting help it did grab some "invisible" ones. The game now makes all resources visible turn 1 to ensure if it grabs invisible resources from the Hide Resources submod, they appear correctly on map
- Rebalanced Cocoa to also spawn in the swamps the river submod creates to ensure more diversity in jungles and more chances to spawn cocoa.
eternalnoob 19 Apr @ 4:52pm 
Thanks for the chocolate boost - just in time for Easter!
Thamalandis  [author] 18 Apr @ 1:32pm 
Patch 1.11

- Removed global overlays from appearing in newly created settlement building lists, but they won't respawn on destruction (doesn't matter, this mod doesn't use the event address system)
- "Friendly" talked to the game's forester to ensure they properly seed Ironwood into jungles and deep forests now and increase river chocolate trees for jungles
- Removed Herobrine

You should now see more resources in Deep Forest and Jungle which got lost between an interim testbuild and a later live build, turning Jungles much more attractive for outpost absorption or Siege Master logging outposts.
Thamalandis  [author] 16 Apr @ 3:42pm 
There aren't many settling actions and in theory there is an "on_destruction" system. I likely can properly fix it.

I don't like patchwork solutions, if I fix it I do it properly.
Daedwartin 16 Apr @ 3:37pm 
Ah, It's just seeing a building with no picture, effect, or description gives the look of something going wrong. Perhaps giving it a picture and some localization surmounting to describing it as "Local Terrain Effects" might be in order. Doesnt change any of its functionality, just makes it clear to someone what it is so it doesnt make them think the mod is potentially broken.
Thamalandis  [author] 16 Apr @ 3:33pm 
Any overlay is a building, otherwise they don't work and are passable. So are "strike", "plague" etc.

The only difference is the settling action doesn't clear it on the tile. This is the entity which is used to target any non mountain land tile with events, even empty unclaimed lands.

Removing it means the tile you are on wouldn't be able to be targeted when your city gets destroyed through razing for global layer events.

In this game you can not target unclaimed tiles with local info without a radius ping, which if it overlaps map size triggers multiple times for an object. As such a radial ping is not useable for global pings with changing map sizes as it would need a fix radius to focus on.

To explain this in detail would go too deep into the mod features - or lack thereof - for Millenia.

To properly fix/implement it, I'd have to edit all types of settling/razing actions to respawn or destroy the overlay.
Daedwartin 16 Apr @ 2:23pm 
Looking at the only file that pops up with global overlay at all, I noted that Entity-B_GLOBAL_OVERLAY-DisplayName in the strings file has <![CDATA[ ]]> as its value. To test if this is the issue, I proceeded to edit the value to be <![CDATA[Not Here]]> just to see if this phantom building changes name. Good News: It does!

On the other hand, it doesnt tell me WHY it pops up in the building list.
Daedwartin 16 Apr @ 2:17pm 
So...I think you made a mistake somewhere. When I start a game as any combination of nomad start, BOTH nomad settler and band, and then settle, there is always this phantom building who's only text it has to detail what it is related to is [ENTITY-B_GLOBAL_OVERLAY-DetailText] in the description when you hover over it.

Notably, this building does not exist in city starts.
Thamalandis  [author] 15 Apr @ 6:36am 
It does not, it already is, but coastal deepwater is really really rare and likely Age of Ecology with land generation. It has to be on the coast (obviously) to dump the sewage and pollution from the sewers and pipes. That's why it has the "adjacentLandMovement" as conditon.

Both "ShallowWater" and "DeepWater" are already allowed as tags. It has to be coastal though.
eternalnoob 15 Apr @ 1:13am 
I've played a game through with your mod now and it is truly excellent, which has forced me to drop you another award because I had not realised how well meshed it is. One small thing - I couldn't deploy the Ocean Dump in deep water. The game ended in Age of Rocketry; does deep water become enabled after that?
eternalnoob 11 Apr @ 4:42pm 
Thank you! It's great to see someone still working to improve the game for us.
rotsenjm95 9 Apr @ 11:13pm 
It's incredible that C Prompt Games forgot something as basic as the option to hide resource icons, unless Paradox saved it for a DLC lol
Thamalandis  [author] 8 Apr @ 8:11pm 
Patch 1.1

- Added an alternating button to the government domain which allows everyone to "hide" or "show" all those pesky resources.

Just note that this works like the prospector or cultivator. It kicks out all your workers by respawning a new tile entity for the citymap. As such each time you hide and show resources, you will have to reapply your workers to them. And no "locking" them doesn't change much, unless you hope this helps the automated system to refill them when you press end turn.

Further the game on a huge map has thousands of resources on the map, even if you don't see them. The entire process on big maps for mediocre PCs takes 10-12 seconds. Remember that. Limit it for nice screenshots or to assess a situation.
Thamalandis  [author] 8 Apr @ 3:36pm 
Those icons don't really disturb me, but if they disturb you, I won't force you to play this mod with more diverse resources.

In theory I can mod in a button to "hide" resources, which is just a trick to switch one maptile with another doing the exact same but without a graphic icon to display. Then all would be hidden. This of course would lag for a few seconds despawning all map icons.

Fine... I'll think about implementing a button for you.
rotsenjm95 8 Apr @ 3:23pm 
Bro, you're amazing, but have you noticed that Millennia doesn't have the option to hide the resource icon? With so many new resources, the game screen looks very cluttered.
Thamalandis  [author] 8 Apr @ 9:05am 
Hotfix 1.00.01

- Removed "submerged" tribal camps after a lake has formed near a river, creating a funny Atlantis situation
- Increased chance for sugar to spawn in swamps and reduced beavers in return
- Increased chance for cocoa to spawn in river jungles
- Increased chance for gold to spawn in river hills
- Lowered chance for game to spawn in fertilized former desert plains but increased spices in return
jsnider193 8 Apr @ 8:55am 
looks good very good ... hope the future yields more surprises like this for the game