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Rapporter et oversættelsesproblem
Currently the default tech levels for some Odyssey content are incorrect. When I have more time for mod development again I will push an update which will add the defaults. For now the only workaround is to manually set the tech levels for the Odyssey quests and items in the "Overrides" tab of the mod settings.
I guess i could just disable the mod ...
Please read my previous comment right below yours.
Or late industrial, 1920s-1960s and so on
Tech levels are hardcoded in the game, there is no way to add new ones in between existing ones.
gunsmithing
watermills
smithing
all production of drugs (except go-juice)
chemfuel refining
chemical warfare
mortars
any modded research not locked to microelectronics
there is no drawn line between revolvers and assault rifles
I propose a change: splitting the "industrial" tag into two things
"early industrial" and "late industrial"
because im quite tired of playing colonies of settlers, bootleggers, and Napoleonic soldiers being raided by practical insurgents with stuff we have current day
If you use the Standalone Log Publisher , it has an option to upload the log from the previous game launch. So after the freeze, you can restart the game, then CTRL+F12 and enable the option to upload the previous log.
As far as I know, there have been no similar issues reported so far. If you can figure out which mod causes the conflict, I can try to create a compatibility patch.
For anyone using Medieval Overhaul stew pots (slop/ragout/fondue), you need to override MealNutrientPaste level to Medieval in this mod's settings if you want to be able control access to the pots via food policies.
World Tech Level adds no such thing.
Probably comes from some other mod you have installed.
What do you mean by this?
If you want those clothes to only be available at the Industrial level, my suggestion would be to add a new Industrial research project to lock them behind.
Some mods change the tech level of stuff like Dusters and Button down shirts to industrial instead of medieval which makes a lot of sense. But if you research the complex clothing tech at medieval era you can still set a bill to craft those apparels, though they do at least not show up when creating apparel rulesets for pawns. But you can still force a pawn to wear the clothes manually.
I'm just curious if they could be prevented from showing up in bills, or if we should try to ask research project compatibility modders to include some random next era tech in those item's unlock requirements to prevent them from being available too early?
Like making it so that dusters &co only unlock if you have complex clothing AND electricity researched or something? Not sure what would be a better option to fix this rather small issue.
No problem
Do the opposite, then you will get the opposite. (turn of all filters except Research)
Is there a way to do the opposite? Limiting my own research levels, but letting the word generate normally? Or is there a better mod for that...
It means that stuff which drops down from space is not filtered.
Yes
When changing the tech level of a world, the mod description says "Only things generated after that point will be affected by the new setting."
Does this mean settlements and map-tiles that I never visited will be affected when I visit them for the first time after changing the tech level?
Yes, unless you have a mod that converts them into medieval variants, such as "Medieval Fantasy Themed Quest Rewards" by Botch_Job
Currently the mod does not include default tech levels for some Odyssey content. When I have more time for mod development again I will push an update which will add the defaults. For now the only workaround is to manually set the tech levels for the Odyssey quests and items in the "Overrides" tab of the mod settings.
If you want to report an issue, please do so in the Bug Reports section and include a full HugsLib log.
Make sure you have the "Research" filter enabled in the mod settings. If that's not it, try removing any other mods that mess with the research view.
Sorry, but that is out of scope for this mod. You can change the world's tech level manually, in the "Planet" tab on the world map. But no automatic changing feature is planned.