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I've hopefully found the reason the technologies don't appear. As for your buildings not showing up, "Reborn" is out of date now I believe, not having the two newest deposits I made some time ago.
I hope to release an update soon addressing the tech problem and some other small things.
Unsubscribed Reborn and left this version and all the special buildings like Polar Resource Silos and Subsurface Megaforges vanished (population stayed but now unemployed).
Subscribed to Reborn and unsubscribed this one and buildings came back (older save).
Still very confused and hoping Reborn is okay to keep using. One odd thing - Orbital machine pop building thingy has not showed up for research. Go figure.
At some point after Paradox is done completely overhauling every system in the game (I'm joking but things changing every patch is getting old, can't work on new things if I have to keep updating old things) I want to do a pass on most deposits and rework what I can to be compatible for as many empire types as possible. For now, I'm focused on slowly patching bugs and working on the remaining ideas I have for the mod.
Currently with tankbound, the rural districts add the modifier meaning you would need one of each district to have the jobs created by the megastructure worked by the tankbound automation. Obviously this won't work if you have an ecu and you need robots or another species to be able to work those jobs
You mentioned discussions about broken techs in other mods, could you point me in the direction of those discussions? Despite the problem seeming to be uncommon, I'd like to fix it if possible.
That's very confusing. I know for sure that nothing changed in the tech file between this and bd's patch.
Still confused.
Just wanted to follow up, I cannot, in a clean save with only my mod active, seem to re-create your problem. On regular, machine and hive empires I cannot re-create your problem. All techs show up, and while the advanced one is hard to click (which I'll see about fixing), everything else works as intended.
I could be a mod conflict, but I'm not sure what would conflict or why, especially in that way.
As far as I know they do not. I would like them to, but I've not had the time to work on that, or much else lately.
I vaguely recall you mentioning this in the past, is this only a Machine Gestalt problem or does this affect other empire types for you?
I'll look over the techs and see if I can find what might be causing this.
I distinctly remember I used to be able to make full use of this mod with that start in the past, but for some unknown reason they stopped showing up to research at some point. I might or might not have been adding/ removing other mods when this happened. Just started another game after putting this mod back in the mix, if it works now I will be happy but confused.
I have unfortunately completely lost track of which game updates have come and gone since the problem showed up.
Could you please tell me a bit more about the problems you're having with those world and empire types? There shouldn't be problems, but I don't play either often, so if there are I'd really like to know.
I launched the game and briefly tested the mod yesterday. Things seemed to have been working.
Are you playing on an old version of the game? 125 pops is pre-4.0 numbers, which this version isn't compatible with. If you're playing on 3.14, there's a legacy version in the mod description.
Minimum pop count now for deposits is in the 1000s.
hopefully telling the civics might help?
using devouring swarm, planetary infesters, and ascentionists (dont remember the name of it for hives)
also, a compiled list of all the deposit id's might help if i continue to have bugs.
the bug seems to continue even in other games where im not playing a hive mind, as i cannot even build on a normal desert world with 125 pops
do tell if i should send you my modlist
Hive minds have their own deposits, as for hive worlds, I'll test that on my end to make sure that's not the problem.
Do you recall which megastructure you were trying to build?
Moreover, even after removing the University Cityscape deposit with the console command "effect remove_deposit = pme_d_university_cityscape", the Campus Research Directors slots remain visible and still cannot be filled by any pop.
I run plenty of other mods (Casako’s !Reworked Planetary Ascension, ACOT suite, etc.), but this issue only affects the capital; no other colony of any planet type or colony designation exhibits it, so I believe the cause lies within this mod’s code.
By the way, my civics, governing ethics, government type and origin in this game are as follows:
Civics:Dark Consortium, Crowdsourcing, Catalytic Processing.
Governing ethics:Materialist, Egalitarian, Xenophile.
Government type:Cordant Multiplicity.(The Democratic government after finishing the Cloning tradition tree)
Origin:Clone Army.
Orbital rings and other megastructures should cause no problem. The issue is with planet class changes, specifically changes where the planet class change comes with a wipe of deposits. Creating an ECU would remove deposits, having one destroyed would also (probably) remove them. Re-building a world with a gigastructures megastructure would most likely wipe deposits just because of how that system works.
Is there any reason you know of why a Machine Mind on Machine Worlds (mod starts me with three in one system, used it for ages) would have your tech never show up for research? Did another game without the UT mods and same problem where your Engineering never showed up to research.
there is an issue with organic to synthetic ascension however, where the tech that gives you the interstellar hospital, gives you medical worker jobs (useless in synthetic ascension) instead of replicator jobs. there is no access to the machine equivalent either.
Added 'Ultimate Technologies' and it's sub mod 'Ultimate Weapons'. I have yet to see any of the research options for your mega engineering and I am up to Cruisers and regularly seeing options into the 30k research points range. Do you know why this is happening or not happening?
@WhosDatPokemon
Pushed a small update that seems to have solved the problem, since this issue was basically game-breaking. If either of you see the problem occur again, please let me know.
Thanks for corroborating. Seems to be a problem with the ascension deposits, I'll focus on those and hopefully have a fix soon.
The neutering of the AI's is so severe that by 2260, I stomped one that could barely muster 2k fleet power
I have been eliminating them by taking these steps:
- selecting the affected planet
- opening the console
- running "deposits" to view all the deposit names
- running "effect remove_deposit = <deposit_id from deposit command>"
Here are some I had to remove
- pme_d_orbital_robotics_assembly_labs
- pme_d_machine_orbital_robotics_assembly_labs
- pme_d_cybernetics_uplink_facility
Even after removing them from my affected planet, the "deposits" command tells me there are 13 other deposits existing elsewhere in the galaxy, that's more deposits than there are AI empires in my small galaxy, so AI's are certainly being neutered by this
I hope this information helps you find the root cause
1. Resource consolidation exterminator machine empire
2. Ocean paradise spiritualist, anglers humanoids
3. Biogenesis devouring swarm hive mind
They all consistently have one guaranteed habitable world with your planetary features, not sure whether the AI's habitable worlds have them, will have to check in future runs. Again, appreciate the mod!
Following up quickly, can you tell me what kind of empire you're running? Civics, government, origin, all of that. I wasn't able to re-create the problem on my running a regular empire.