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Really hope more fixes are coming, as I am trying out the mod right now, but reading the comment section makes me believe there's much more to repair.
@jay7720 There are new research columns to the far right that slowly unlock the PX buildings/recipes. You need to research & build a signal relay to progress past a few researches
TL:DR
Trade Receipts are used to purchase Official Trade tech
(I need to add a way to spend these outside of tech purchases tbh)
Govt Secrets are used to purchase Illegal Trade tech
- There is a large selection of things to spend Govt Secrets on (And it's upgrade BP)
-- Requires Black Market or Cyber gear research completed
I will check to see about the BP safe not showing up and other places to store them.
ThePhantom, the Landing Pad should be in the construction menu -> PX -> Relay; not in it's normal place.
It seems i was missing some research, from the pictures in the description I was missing most of the alien turrets. I also never found blueprints or any use really for the higher tier hacking mats, i was wondering if there was a road map for the research somewhere, or at least some good hints kinda thing.
@JoeBloe, I do not have much experience with very old and very large saves
My initial thoughts are that the game is most likely at it's "best" managing less than 4 survivors.
That is on top of the "special" reactions I have added in both the PXR and ILU mods that take up precious runtime resources. I will need to think/dig into how to make things a little cleaner
@Lord Helmchen, yes I agree that is an odd decision. I will make open a bug at the repo to review all storage containers and make them feel worth it for their physical length/width/height
Side note, I personally love the work you're doing, Base game got tooooo easy.
I don't think I disabled the random traders showing up without prompting, but I will double check
You should be able to go into the communication array and select from the "local" ships nearby and ask them to trade in the latest update
Good question. Not sure. It is good to see what you can trade later even if you can't do so right away; gives a direction/aim.
Would it be clearer if the recipes that take higher skill levels be hidden until you have a colonist with a high trade skill?
I can set that in the next update, but that would make newer players not immediately know how valuable trading can be
1. Researched basic Electricity
2. Found a Scrap Electronic from scavenging
3. Construction Basics is researched
Then it should appear in the Science Construction Menu
SAD PXR [docs.google.com]
SAD ILU [docs.google.com]
Note The actual #'s may be different due to hotfixes/changes as I wrote it into the mod
Another player mentioned making a wiki to help.
Specifically about Background techs: Most are unlocked by keeping specific PXR colonists super happy.
Please help.
That hopefully will knock things loose and back to how they should be
@jumbled, I have tried to balance through math/statistics.
But that doesn't translate often to feeling fun or give yall a difficult decision.
So I will take another pass at the cyber weapons/armor numbers & modifiers.
In general, I am trying to balance this mod so that:
1. Galactican gear feels "dependable", weaker (But not weaker than base game), and gives non-combat benefits
2. Cyber gear gives better damage/defense, but feels "unwieldy" or has a non-combat downside
3. Alien gear does something weird and in an extreme way
So if you or others find that the above doesn't line up with the way the gear plays, I will do a balance pass.
Re. Damage to robots. It is the damage the weapon deals to non-animals and non-humans; which makes it not very relevant when the PX scenario only throws animals at you (atm).
@Beckster, @Papa Wraith, & @Behaviour, the tech tree for PX is in new columns to the far right of the tech tree. There are even some technologies present that you can do before a signal relay is researched.
See check if this is what you see when you scroll: https://imgur.com/a/n0rgiY0
(You should see more if the signal relay is completed)
@jumbled, I will correct the recipes in my next sweep.
@codovan, stone and wood should still be 0 skill trade training recipes. If you do not see them in the UI then there is prop a bug with the tech that should unlock them