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I'm currently on linux, emulating Win11
It's kinda janky though that there even is any undefined behaviour with file paths at all :D
>>>>>>> :<b>LoadResourceWithSettings</b>() (at E:/PA-MAIN2/Unity/Assets/Code/Frontend/ResourcesLoader.cs:142)^M
it does this for ALL icons in the mod.
to include their extensions. *.png
For example:
category_deepMines:
name: TXT_BuildPanel_DeepMines
iconName: Icons/Icon_Category_DeepMines.png
factionCountStatId: DeepMine
Did this and it now all works fine again.
So no update is needed after all. Maybe it's a mod/tech tree conflict you guys have?
https://steamcommunity.com/sharedfiles/filedetails/?id=2875744425
You just need to setup a manifest.yaml, add the "Infinite Deep Mines" Mod into the requiredMods (if you want to see how that looks, check out my aquatic addon to this mod), then add a language.yaml file which references your translation .csv file.
@StormFather I have not experienced that issue yet. Do you have any other mods installed? And is there any more information in the error message?
Link: Click here.
all the mods on the steamworkshop need to be updated appearently
Basically though, you could copy the texture and whatnot of the deepest mine available, and maybe add an extra triangle to its "mine rating" thing (can get a screenshot if you don't know what I mean, working on memory here), and then scatter those around the planet based on the difficulty.
If hardest difficulty, only 1 of each type of mine will exist. The normal difficulty, between 1 and 2 of each. The easy difficulty, 2 of each, and then the super easy difficulty, 3 of each. Assuming its possible to control it like this.
They should also be spread far across the planet, that way you need multiple high end networks to connect them all to everywhere else.
That is a curious and good idea, which I might look into implementing sometime.
It should definitely be possible, if you want to attempt it yourself, you would have to create (or modify, but create would be better for compatibility) a resource, add a scatterSetup for it, and modify the buildings to require the corresponding vein. I only took a quick look, so there may be more that is needed.
If I do it myself, I will post about that here as well ofc.
I mean, if they are endless, then there's no reason to have more than 2 of any endless mine, on the planet, right? Then if you need increased production, perhaps more research to upgrade the mine to the tier 2 version of the endless mining facility. :P Or some such.
Anyway. I just don't like the idea that an endless mine can be placed absolutely anywhere, even if late game research with high cost. Its just not the way to balance something. Having to find the right mine on the planet, and then build upon it, is the best way to go about this.
@GodKratos - I think that Per Aspera doesn't have a Portuguese translation by default, but if it does, the mod does not and will only show the translation keys because there is no file these keys reference to in the language. If you get an error when loading the game, what is the error? (Please keep in mind that this mod only works on new saves - so if you had the old "Deep Underground Mines" installed, the game will show an error because the buildings are different)
BUT If anyone has a save that was made with the old version and could try if it still works, and post the actual results here, it would be very much appreciated.