Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Maybe an escalating cost (+50% each time I pick the decision) so it's not a freebie but at least something that I can do to use all the awesome jobs these deposits provide.
job_scrap_miner_add with job_miner_add
and job_scrap_mining_drone_add with job_mining_drone_add
Both are correctly converted to scrap miners by the game
If other jobs have issues with converted variants it can maybe be fixed the same way by providing the base job.
Or if you want to keep the pop checker, maybe just an extra separate set of wilderness specific ones that use their smaller number?
Just looking through a few things here as I work on the original version of the mod, but I'll answer your question.
Not yet, I am working on a deposit (or possibly multiple deposits) that allow for production of all advanced strategic resources (zro, DM, LM, nanites).
This mod shouldn't change anything until you make a planetary decision (to build a structure), so at the beginning, it shouldn't have any impact on things anyway. Do you have other mods loaded?
Machine:machinintegegenz
in my game it is still no pop growing
If not, can you give me more info on the species type & origin so I can try to replicate it?