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So if you want to unlock everything, you won't be able to do it without restarting.
You can activate the mod and load your save game. Then simply check the research to see if there are a maximum of 5 breakthroughs or more.
If it stays at 5, I recommend restarting.
can i check if it can be added to an existing save, to get the extra research and items?
(im still fairly new at 1year day 34 so far, with 5 people and a basic base :)
More information in the latest patch notes:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/3403490707
I started a game with the same modlist in 3 scenarios and always see ALL breakthroughs.
Must be something other on your end.
Electric Furnace bigger batches
Just adds new breakthroughs, shouldn't conflict.
Fabricator Unlocker
Is not required, as unlocking the fabricators is also included in Expanded Dawn.
Improved Solar & Graphene Solar Roofs
Overwrites the default research for improved & graphene solar panels, just like my mod.
This is the reason why you can't unlock it.
I use SAD_CommonLib and Beyond Stranded without any problems, and none of the other mods listed override the maximum number of breakthroughs.
Perhaps you're using a different mod?
If not, just start a new game with the same mods and see if 5 or all of the breakthroughs are visible in the research tree right from the start.
Expanded Dawn, obviously, LOL
Beyond Stranded
Fabricator Unlocker
SAD_CommonLib
Vanilla+
Improved Solar & Graphene Solar Roofs (I think this might be our culprit, as it also unlocks Improved Graphene Cells)
Electric Furnace Bigger Batches
Do you only have 5 breakthroughs to choose from at the start of the game? Then there must be a mod conflict.
If so, what other mods are you using?
And, I want to say, that I am really enjoying the Expanded Dawn mod. It is now a part of my normal mod lineup. Thank you.
Randomly, some breakthroughs on which my mod is based may unlock very late or not at all.
The game rule unlocks a research that unlocks all affected research and breakthroughs, but they still need to be researched with all the necessary prerequisites.
This may result in some research being visible twice, but this is only a visual issue in the research tree.
In addition to improvements and bug fixes, new buildings, equipment and research options, there are even more new things to discover.
- New expeditions await explorers
- A trading system with hundreds of recipes
- A working repair function
For more details, please read the corresponding patch notes:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/3403490707
I test extensively beforehand, but with so many new features, bugs can creep in. If something doesn't work, please report it immediately, so I can fix it ;)
The bug detected is the inability to perform the final research on batteries when using the character Chee Tah. In practice, it requires a previous research, even though this has already been obtained.
I'm having the same problem with Project-X, where most buildings (excluding storage and decorations) can't be built because they lack resources. However, these resources are available.
I'm not a computer scientist, so I don't know if this can help, but the "free concrete" mod manages to change the colors if not the shape.
I know it's a bit of an overkill, but making a little metal appear on the "cut stones" would help to understand that they are electric.
I'm eagerly awaiting the rest of the mod. Be careful, however, with balloon trips for resource discovery, there may be conflicts with other mods (for example, it is impossible to discover radioactive materials in New Earth when project-X is activated).
Maybe that will change when the mod is finished and I'm just fixing cosmetic issues ;)
Yes, the pillar of eternity is huge. I'll have to take another look to see if it can be scaled down.
There should be virtually no bugs. I test all new features multiple times before release.
And if a bug does creep in, it's quickly fixed.
Otherwise, the next update will be big.
There will be a trading system, available from the second year (blockable by game rules).
The whole thing requires several expeditions, a lot of research, and countless new recipes.
But I don't want to reveal too much yet. :D
Have fun with the mod.
Hi, first of all, thank you very much for such a detailed feedback. I'd like to see more!
The mod, like Project X, is designed for a very long or endless game, works in any scenario, and is compatible with pretty much all popular mods.
There are countless upgrade options until the actual endgame, after which it continues with expeditions and stories to breathe more life into the game at that point.
I've already noticed that it drags a bit at the very end, i.e., where Adamantium/Eternium are needed.
The last update already provided a small relief, and another will follow in the next one.
Yes, I keep it futuristic, as the transition from primitive to modern is wonderfully covered by Old & New Earth Tech.
The similarities between the buildings exist due to my inability to create completely new models, I can only use what's there.
On the other hand, the column is really too big; to see it in its entirety, you have to move back too far. Whatever the scenario, it's always a handful of individuals in an isolated corner of the galaxy; with mods, you go from a base builder to a village builder, but that's as far as it goes.
This mod works well, and I've hardly encountered any bugs.
One omission: the silica gel research for CheeTah.
I'm a little surprised to see that you're putting so much research and construction into it, requiring a lot of resources, when this is a mod that's mainly used in the late game. What scenario is it originally intended for?
To unlock them, first research the electric grids, which will unlock the refrigerator.
Now research the refrigerator and find/produce electronics to unlock the freezer.
If that doesn't work there is probably a problem with another mod.
I wanna know if this mod changes the Refrigerators research node so that it needs Cold storage researched first. It is currently greyed out.
I'm struggling to find where is Cold storage so that I can perform the research.
Again thanks for the mod.
You need a landing pad for this to work, but you should have one at this point, because it's a requirement for the "intercept asteroids" research.
Now I'm off for a while, on vacation :)
The next update will be the last for now.
Summer vacation is calling, and after that, things will continue ;)
Thank you!
I hope you enjoy it.
If you have any suggestions, please let me know.
PS: Only for games already in progress: You may receive an error message because an expedition no longer exists.
It may also happen that an expedition that has already been completed needs to be completed again. This has no impact on the rest of the game, and everything continues as usual afterward.
There's simply no way (to my knowledge) to add a requirement to the character menu of the editor and then link it to a game rule, for example.
If anyone else wants the same thing, I just realized you can use the built in mod editor. The most confusing part about the mod editor is that there is a hidden window behind the first window that opens up.
So in short, mod manager -> mod editor -> right click the mod -> edit -> yes -> move the mod editor window out of the way -> scroll down the list until you see the characters -> click on the character and check the disable checkbox. I also unchecked 2 more check boxes "selectable at start and random pickup" to be extra sure.
But it's always going on, after the update is before the update :D
Please read the note: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/3403490707
By the way, exactly 2000 subscribers at the moment :)
Thats no bug, its a feature ;)