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https://cs2bus.com/sharedfiles/filedetails/?id=2409276081
There are some mods out there for Phoenix 4.0 that do compatibility between mods for certain aspects of the game, which I am investigating.
I am going to mainly handle compatibility (meaning, taking care this mod won't break another if it's in your list) directly in this mod. I will address the largest mods and then other mods on request. So I will rely on you all to report issues.. and I will work with other modders to help them not break things in this mod.
"Crossover Content" will still mainly be separate mods, like Legit-Rikk's World Machine Origin Gigastructures buildings mods.
the update! World Machine are working in their updated forms. I finally wrapped my head around pop_group changes. Virtual World still needs to be fitted to 4.0. Leader builder needs a slight tweak, new 4.0 traits code broke my Python scripts .. whee. Lots of small errors fixed and many left to address.
I will also thoroughly play-test.. I do not like shipping bugs..
Stellaris' dev team is slowing down on updates, so I don't have to wonder what is going to change next week! ;) the Phoenix 4.0 overhaul was pretty big in terms of things that changed.. all the modding community are working to re-learn certain core parts of the game.
It might be 2-3 weeks still to wrap up and QA things. as always thanks for being great and I will share an update soon.
Originally I said "end of May" for the 4.0 update for this mod but more likely going to be near middle to end of June, just looking at how much work there is with planets and jobs. And also leaving enough time for testing & fixes, and life stuff. The changes to the World Machine planets are going to be good, there will be no (intentional) nerfs. Auto-Server, Auto-CPU, Auto-Forge are being reorganized, and Auto-Ringworld is going to get some nice organizational improvements.
I reserve the right to extend my estimated date of readiness :P
@harokuzen that is an interesting idea. I will add it to my issue tracker. can you say a bit more, in the "Suggestions" thread? and mention some of the advantages / play style that you are looking at.
Thanks everyone for your support & patience.
For me it somehow always crashed when I tried to move pops as awakened machine to another world at 3.14 (might be a problem on my end/with my mod set tho)
@Openly Retro Ty! Will look forward to the update as I really enjoy this mod!
These planets have to be redesigned a bit since the base game supports only 4 districts. That is the part that takes a bit more planning and thought. I don't want to require people to use a UI with this mod so I am scaling districts to be 4 per planet.
I also have to fix a few things with Bio Mechanical pops, since the growth system is different now.
@Arty Aeterna -- I will submit a patch to Gigastructural engineering, to support building Grand Archive on machine worlds.. If you have that mod running it will overwrite the rules of this one. I will inform you asap when that's done.
But afaik it's intended to work normal even as awakened machine. Even worked at some point in 3.14, but then broke somehow, maybe due to another mod, not sure. I think it's on the to-do list of things to fix.
@samsockeater - the auto ringworld segments shouldnt block upgrading the tiers of ringworld but I have got a couple reports of issues in the past, so if you find anything amiss please do let me know
@Direktorkrennic - you're welcome, thanks for playing !! :)