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Also I'm playing a tribal ascension save with the tribal mod and this looks more fitting for the industrial period. Are any of the quest triggers related to your colonies tech level, or a research requirement like electricity or something?
If anyone knows whether the cryptoforge mod is the same too I would appreciate knowing. Thanks
I got it to retrigger by disabling and re-enabling the mod, but that's not a great way to handle it, especially if you've actually made any real progress.
Not everything needs to happen close to the player’s base, but right now, it feels like the quest simply increases the destination’s distance without adding anything meaningful in between. I believe it would’ve been much more interesting if the quest had a mechanism where you set a start and finish point, and generate several key points along the route to create a proper exploration path.
That said, separate from the tedious journey, I did enjoy the element of upgrading the generator step by step—it was actually quite fun.
well you can add the other parts of this scenario if you like (nececary) mr.oskar potocki
(note: you can make the arc itself and the components of the arc)
EDIT: Did find the dev tool commands and forced the quest to fail .. after that i force started the quest so it spawned to new location.
Im leaving this here if it helps other with similar situation
There are quite a few other ARC types I'd enjoy, coal-fired, fusion, hydroelectric, solar-boosted, wind-boosted, etc... But I really love playing colonies full of toxiphile xenotypes, so a toxifier ARC would easily be my favorite.
Maybe also some kind of Bioferrite-powered ARC as well, gives some more use to stuff from Anomaly.
Did I do something to anger her? Her mood is at 100% but, as being married has taught me, clear indicators can be deceiving.
1. Could we please get a notification when an ARC can be upgraded or finishes an ability cooldown? The long intervals make it easy to lose track of their progress.
2. Is there a way to make the game accept the ARC's high-temperature aura for its plant growth calculations? I thought I could use an ARC to grow stuff around it all year, but it seems the game only looks at the overall map temperature for outdoor plants.
@Habeas Dorkus: You have a mod conflict
@Moxie: You are limiting yourself (only 4 colonists). There's your solution. On the other hand if you can't kill 25 with 4 your raids will get spicy fast
Imperial backup will not engage with them under any circumstances. Theoretically, you'd be sending about 4 colonists at most to these remote sites. That's still ~25 to 4 - very bad odds. May I pick some minds here and ask how, exactly, one is meant to engage these villagers outside of massive explosives? Your only chance here is seemingly that you get time to set up explosives that you bring with you, and can set them off before they aggro. It just feels so out of place.
Using any other energy mod like Nuclear reactors from vanilla furniture expanded or Cryogenic generator render it totally useless. Same for using anomaly, the Bioferrite generator totally outshine it.
I really wish there was at least an option to tweak the generator output to fit our experience better.
Otherwise great mod!
Although I'd like to know if the Special Ideology roles are immune ? Mine didn't get converted but it could have been because of RNG. I hope they're immune to it though, as it would be annoying to lose a leader or a moral guide