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报告翻译问题






It triggers only for the found breakthroughs on the map, which is fine. So the breakthroughs on the planetary map or gotten in any other way will be random as normal.
I highly recommend still using it if you like the mechanism. To me, this is still one of the best mods around.
@just.don't.do.it - If you're still out there, please know you've made Surviving Mars a significantly more enjoyable experience for me and many others with this. I'm sure I'm not alone in hoping to see you return. Regardless, thank you!
Btw, I guess this changes nothing about the wonder that gives 3 breakthrough techs, you might want to add that note to your description :)
Some games you'll see quite some repetitions, other games you won't.
If it helps, i have a Beyond Earth mystery which also gives me an additional breakthrough for the mystery quest.
Bear in mind, though, that all-at-once unlock will not behave in exactly the same way as normal unlocks.
This won't work correctly. "Unlock all breakthroughs" does it all at once in the very same game-time moment. So your choice in the first popup dialog won't affect the second one, because at this point ALL of them were already executed.
In a normal game, unlocking several breakthroughs at once (in exactly the same game-time tick) may be potentially possible, but chances are so extremely low that I don't consider the need to guard against them.
Try unlocking breakthroughs in a less extreme fashion than via a cheats menu.
I tried picking the same tech every time I got the option to. It started with Neural Empathy 5 times in a row and at the end I had a total of 5 breakthrough techs out of 19. There's also options that show up way too often and it's different ones per new game, I've had Dryfarming coming up 10/19 choices.
You can install "Cheats Menu" for quick debugging. Reveal the whole map then unlock all breakthroughs and you'll get the dialogue to chose breakthrough 19 times in a row.
I've got no other mods installed that mess if techs, mostly UI changes.
Well, there's no logic in the mod telling it to be insistent about a particular breakthrough. So it won't be, unless there's not enough choices (say, if there's only 2-3 valid choices left in a particular field, naturally, you will see them appearing quite a lot).
Thank you!
I've got like 5 save files around the point where I scanned the last 3 breakthroughs if u still need it, where it offers Factory AI even though I took it just before I saved.
>I've posted the thread describing exactly this.
I'm not used to the steam interface, didn't see it :)
Will it still offer cloning 10 times in a row for one branch unless I pick it? I've been looking for dual spire dome but it won't come up, I'm guessing it's locked behind one of the branches that I don't want to pick.
>OR it will ofter me breakthroughs I've already got, either from commander bonuses or from picking it a couple of breakthroughs ago
This part is interesting. The mod should be excluding breakthroughs that are already discovered. Do you have a savegame when it happens?
>Would it be possible for you to pubish a list where we could see the different options in each of the 5 categories?
I've posted the thread describing exactly this.
Would it be possible to randomize the different choices in the 5 categories each time you scan a breakthrough?
Would it be possible for you to pubish a list where we could see the different options in each of the 5 categories?
Thanks in advance, the mod is very helpful.
That's I wondered if there was any practical reason for the mod to be done in this particular way and not any other.
Thank you for the permisson though, I will look into it.
You're quite free to edit the mod in any way you want.
Personally, I've made the mod with balance in mind - my goal was to provide the player with a way to *avoid* certain few breakthroughs if he doesn't want them. I have no intention of writing a mod oriented on *picking* a specific breakthrough - I consider that to be too imbalanced for the game, not to mention being adverse to replayability (random-ish set of breakthroughs is currently one of the bigger factors of playing different sessions in different ways).
It takes almost all of that AGONIZING RNG of crappy breakthroughs out of the game by giving us SOME choice on the how we pursue our goals. I was gonna go ape-**** if I got Frictionless Composites, Cloning, and Plasma Rockets again -- all in the same game, every game. Maybe they're what some players want, but I don't. And I have never used ANY of them, and now I don't have to stare at them clogging up my limited breakthrough-options anymore :)
Install & enable Mod Config.
i did start a new game with only this mod and mod config enabled, but im still having the same problem
Sometimes the "close" button of Mod Config UI tends to disappear. It's a Mod Config issue. You can still close it with Esc.
Also, it's entirely normal that you won't get an option to pick a particular field. At most, there are 5 fields and 4 options. RNG used here is session-seeded (same as in other similar cases, like the order of techs) , so your result of a particular scan will always be the same no matter how many times you try. I did not intend it to be savescum-friendly.
This mod works with whatever custom research there is. Custom research (things unknown to the mod and thus not categorized) gets put into "special project" group.
That's to say - extended research pack doesn't add any breakthroughs (and I don't think I've seen any mod that does, so far). So this mod doesn't affect extended research pack in any way, and vice versa.
@小李飞刀KBK
If someone adds translations to another languages - then, naturally, it will be translated.