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121 turns vs 7 AI I added the most problematic on purpose (Riftborn, Hissho). No hangs. I'll try with other faction combination next game, maybe Nakalim or something... BTW I'm playing for fun but also can be used as testing.
The thing with endless turn bugs, it could be just anything, that's the end result but there are so many causes. Hopefully someday Amplitude makes some extra fixes... ^^
This game is so dreck sometimes. Could be just the combination of the AI races involved or something completely unknowable! Thanks for looking!
As a modder for Rimworld, I get it- wish I could be more specific on this.
Oh and strangely I could NOT send you a save because the game refused to even save the game once it encountered this bug.
ModuleWeaponMissileEMP1
ModuleWeaponBeamEMP1Strategic3
Otherwise, great mod project! Maybe you can borrow an idea from the ESG Mod and prevent cloaking when using the Core Cracker module. Thanks!
with some of the vanilla buildings you really never had a reason to make them if the system didn't have the right mix of planets.
plus the interplanetary network scaling with number of constructions is very nice both as making it a useful building to put on any system you can as well as a nice use of the idea of it being part of a industry "network" which naturally would scale to be more efficient in large scale.
and the food changes were absolutely necessary for the heros.
I should not be able to change the growth of a 5 planet system from 20 - 200 just by putting a guy down there.