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Didn't check for DLC for some storybit fixes and fixed some issues with loading saves.
Cyber War: Anyone up for some good old blackmailing? Never rewards funds only lowers standing.
Eureka!: Option 2/3: Always picks from Biotech instead of random category.
v11.2
RC Harvester doesn't collect waste rock (Thanks Dark Master).
Added my mod:
RC Constructor Terraformer Routes
v11.1
Meteor landed on under construction track while dismantling (Thanks Tremualin).
v11.0
Changed g_CObjectFuncs to CObject for SetScale fix (it only worked after loading twice).
Survey Offer Option 2 never starts (same issue).
v10.8
Cure For Cancer: Rare Outcome never starts (partially same issue as Free Will: Violent Urges Solved).
Free Will: Violent Urges Solved never shows up after researching story bit tech (Thanks Dark Master).
Some mod is adding OpenAirGyms to the Workplace label,
which means "attempt to call a nil value (method 'GetFreeWorkSlots')" log spam.
Added my School Skip Attained Perks mod:
Schools won't pick a trait the colonist already has when training is complete.
Cargo Shuttle flying underground with a colonist being transported to a surface dome (Thanks DamnedLife).
Twin Peeks: spawning, but not showing Beauty/Research effect deposits.
Show actual resources in build menu for Dome Streamlining, Mars Nouveau, etc
Fix applicants with a func instead of a time.
Log spam on new games (thanks Tremualin).
v9.8
Log spam from Fix Deposits Wrong Map.
Added my mod:
Fix Deposits Wrong Map
Added my mod:
Fix Rover In Dome
Colonists underground crash v3:
Third time is the charm, this crash was apprently newly arrived colonists going down the elevator instead of the arrival dome.
Rare Anomaly Analyzed: Fossils: Global Support option doesn't check for Space Race DLC.
Which makes it useless if you don't have the DLC, so it gives a random breakthrough now.
Colonists underground crash v2:
A different save and colonists on the surface stuck in underground labels (same mod option as previous fix).
Added mod option to move any colonists underground that probably should be on the surface (or crashy).
Removing a mod mid-gameplay that adds a tech field.
Removed fix from 9.1 (user didn't have Space Race DLC).
Can't unlock Global Support breakthrough.
UCP: Never get funding/res points from Observatory.
If you install Space Race DLC then Shuttle Hubs will disappear from build menu in existing saves.
Toggling power to domes with passages in certain instances will create some log spam.
Added my fix for multiple art suns from my Artificial Sun Range mod.
v8.6
Changed how I check for borked cargo / fix it.
v8.5
Added my mods:
Fix Unlock RC Safari Resupply
Fix Unrepairable Attack Rovers
Fixed string 8390.
Aldrin Base Trade Rocket
This rocket is tasked with brining construction materials for the Hydrogen 3 mining base being built on the Moon - Aldrin Base.
The Man From Mars: Outcome 3: Let him be, whoever he is.
None of the options reward anything, Morale is based on CustomOutcomeText and Morale stats from Outcome 2 (Thanks Dark Master).
v8.2
Same sort of fix for The Extract and shuttle hubs (Thanks Dark Master).
Added another fix for Mona Lisa Underground Rare Anomaly:
If using Paradox and you pick Shuttle Hubs, it doesn't give jumper hubs (Thanks Dark Master).
Power Switch/Pipe Valve were showing up in every menu.
See here to get it working: https://steamcommunity.com/sharedfiles/filedetails/?id=2835850170
Key binding certain buildings won't work when pressing the key (Power Switch/Pipe Valve).
v7.8
Log spam from borked colonist.
Asylum Storybit will never start.
Log spam from loading older saves.
Changed Colonists Wrong Map Infobar mod option to disabled by default.
Fix for whatever odd thing Mars Underground mod is doing with presets.
Unlock Artificial Sun for refabbing.
Moved Fix Landscaping Freeze into NewDay instead of LoadGame (for those oddballs with long sessions).
Moved around the code to tidy it up a bit.
On the "good" side it is a check that kicks in in specific cases only, when production swaps from seeds to food (and probably the other way around also), as with base game only I never had food dumped on the ground. Farm just caps at 300 Food and any extra harvest is lost, without to create any issue (well, not with food counter at least).
I guess if DLC alters existing game mechanics in a subtle way...
In case you are not checking the forum on Steam, someone detailed a bug and from its look you are the only one around capable to add a fix for it. Here the link :
https://steamcommunity.com/app/464920/discussions/0/3414308028628012530/?ctp=2#c604144761581917329
It is probably to check for the trigger (push crop out) and add a negative variable matching the amount stored the moment it drops out.
I gave a look at the mod info and I'm pleased to see you addressed many odd stuff I had myself.
Thanks Dark Master for digging around and testing storybits (and documenting them on wiki).
Storybit Blank Slate doesn't remove any applicants.
Storybit Fhtagn! Fhtagn! Option 2 makes all colonists cowards instead of only religious ones.
Storybit Dust Sickness: Deaths doesn't apply morale penalty.
Log spam from GetCurrentLightModel.
Fix for some Storybits disappearing from the notifications list instead of popping up a dialog.
Log spam from a modded trait without an id.
v7.2
Underground prefabs will now properly spawn underground instead of needing a load game to fix them.
Partial fix for a storybit not giving a breakthrough (it doesn't actually active so you won't get anything anyways).