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Best regards, Ultroman the Tacoman
- Updated to accommodate changes in the game's code.
Still haven't found out what's up with the Renovate Tab :(
Best regards, Ultroman the Tacoman
I'll look into it. Thanks for the bug report!
Sincerely, Ultroman the Tacoman
- Fixed Alchemy Engine and Science Machine not adhering to their settings properly.
Note: Your setting for the Alchemy Machine will have been reset to "Short".
Again, THANKS TO Ar-Kane FOR REPORTING :D <3
Sincerely, Ultroman the Tacoman
Another small bug tho the distance on the Alchemy machine seems to be stuck on normal no matter weather you set it to long or not.
Thanks again.
- Conformed to new Hamlet code structure (fixes crash reported by Ar-Kane).
- Added range setting for Key to the City.
- Prototypers within range should now turn on, so you can see which are within your range.
PLEASE REPORT BUGS AND CRASHES!!! I don't play anymore, and this was a pretty substantial change to the code, and I can only test so much. I rely on you, THE PEOPLE, to tell me if you run into bugs.
HUGE thanks to Ar-Kane for reporting this new Hamlet bug <3
Sincerely, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
- Fixed crash in Hamlet.
Sincerely, Ultroman the Tacoman
- Should now be compatible with the Hamlet DLC
PLEASE REPORT BUGS! I don't have time to play at the moment, since I'm doing my master's degree, but I try to keep my mods updated. They will all be updated for Hamlet within the next few days, but I only have very little time to test them.
Sincerely, Ultroman the Tacoman
- Fixed crashes in DS and RoG resulting from the last update. SW was not affected.
Sincerely, Ultroman the Tacoman
- Made mod future-proofed and more compatible with other mods which add content, by making the reading of the available tech types (science, magic, ancient, shadow etc.) generic, so it'll always include all available types, also customly added ones, when generating a new tech tree.
PLEASE do tell me of ANY bugs you experience with this mod! :D
Sincerely, Ultroman the Tacoman
- Made separate settings for the Obsidian Workbench and the Sea Lab.
- Fixed a long-standing bug, which made all machines only adhere to the "Normal" setting, and never the "Long" setting. Sorry about that!
Sincerely, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
Maintenance update, because of changes in original game code.
HAPPY NEW YEAR!
Sincerely, Ultroman the Tacoman
Thank you very much for the kind words :D
I make a big deal out of making all my mods configurable, so they can just "bend" the game to your liking, instead of forcing you to overdo it and effectively "break" the game for you, like many mods do.
Check out some of my other mods. You should find something you'll like ;)
And great touch making it configurable so it can be really OP or not.
REALLY usefull!!!!! 10/10
Enjoy!
Truth be told, the mod has become something entirely different with this new update. Players can now benefit from several machines/techtrees at once (not possible with the original game code). Also, there are now separate range settings for machines you want to be able to use at close range, and the ones you want to be able to use from a long range.
Stay tuned!
Stay tuned!
For now, if you want to be able to prototype all things from both science machine and alchemy machine at the same time, simply destroy your science machine. The alchemy machine will let you prototype anything from the science machine anyway!