Per Aspera

Per Aspera

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Infinite Deep Mines
   
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169.609 KB
Nov 2, 2021 @ 2:21pm
Feb 7, 2023 @ 7:52am
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Infinite Deep Mines

Description
This mod contains an implementation of infinite mines for Per Aspera v.1.5 up to at least 1.8.1, which do not need to be placed on resource nodes.
They do have a somewhat prohibitive cost though.

The mines get unlocked by a new T5 Engineering Research Branch and will show up in a new Building category. Both the category and the new buildings have custom matching icons (I might eventually make the Icon in the research view match as well).

The mod is localized in English and German. If you use another language, you will see the translation keys instead, which might be unreadable. If you are interested in adding a translation to the mod, please post a message - I can either add the translation to the mod directly or we can try and create an addon mod with the translation.

Blue Mars building variants that can be placed on water will be added with an addon mod, so this mod stays without a Blue Mars dependency.
52 Comments
Shad0wlife  [author] Apr 8 @ 10:22am 
@Victor Maybe, but definitely not via the steam workshop. I did a quick google search, but didn't find anything.
Victor Apr 7 @ 5:37am 
Is it possible to create a mod that allows achievements to be earned while mods are active?
ArtificerThall Dec 7, 2023 @ 5:50am 
I've simply added the .png file extensions and it's all working right now. So at least if people do encounter it they can use the workaround solution :)

I'm currently on linux, emulating Win11
Shad0wlife  [author] Dec 5, 2023 @ 6:29am 
Nah, hide known filetypes is one of the first things I disable on any windows install, so that's not it :D. Maybe it actually is win11. Maybe how it interacts with Unity somehow or something. Thanks a lot for your research though. I'm currently not really playing Per Aspera, but If I get to it again, maybe I remember just testing if adding the file type doesn't break anything, and then add it to this online version.

It's kinda janky though that there even is any undefined behaviour with file paths at all :D
ArtificerThall Dec 4, 2023 @ 10:58pm 
It's an easy enough fix luckily. It might just be as simple as windows 11 or that "Hide known file types" is turned off on my setup.
Shad0wlife  [author] Dec 2, 2023 @ 7:03am 
Huh, interesting. I'm personally only using Win10 and also can't really test on anything else.
ArtificerThall Dec 1, 2023 @ 11:27am 
I found the issue, it's a small bug due to the Yaml files and file system explicitness:
player.log entries
[20:19:32 ERROR ResourcesLoader] Sprite at path Icons/Icon_ChemicalPlant_Deep couldn't be found^M
>>>>>>> :<b>LoadResourceWithSettings</b>() (at E:/PA-MAIN2/Unity/Assets/Code/Frontend/ResourcesLoader.cs:142)^M

it does this for ALL icons in the mod.
Solution
Modify the icon paths in buildingCategory.yaml and building.yaml
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.
kinngrimm Nov 28, 2023 @ 3:12pm 
thanks for checking and taking the time
Shad0wlife  [author] Nov 28, 2023 @ 9:27am 
I just tested with the game version 1.8.2 and blue mars also enabled and it worked fine. I could unlock it as intended in the research tree, and the menu showed up as intended. I could also build the mine, and it worked as intended as well.

So no update is needed after all. Maybe it's a mod/tech tree conflict you guys have?
kinngrimm Nov 28, 2023 @ 7:04am 
will there be an update?