Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
Which means that despite being a hive mind tech such empires are utterly unable to get the tech. Meanwhile, the follow-up tech Starlifting Operations (tech_starlift_operations_hive) wouldn't work either even if you could get Streamlined Mega-Production, as the Hive Mind version of Starlifting Operations has the regular version of Streamlined Mega-Production listed as a prerequisite instead of the hive mind version of that tech. I realized this after looking at the mod images some more and realizing I never got some of the listed buildings despite being deep in repeatables. I am worried that there may be more oversights like this in the mod (I assume these are issues that were in the original), so you may want to go over the techs and buildings especially for hive minds and machines to make sure everything is linked correctly.
https://exceptions.dev.stellarstellaris.com/
https://pastebin.com/JxVzdH7b
PS: I removed the scripted triggers from the armies folder, which could be the reason. (version 1.06 if so sorry and thanks for the fast report - I must now off)
00_ad_astra_jobs.txt, line 95 says "modifier = { factor = 5 has_job = head_researcher }". This is causing a glitch in my current game where, as far as I can tell, every month my head researcher dudes try to become cynosural researchers, and either they or the current cynosure guys become unemployed, but the head researcher jobs fill up immediately from the lower strata before the original guys move back, leading to a couple of guys being unemployed.
I commented out this line and it has not disrupted the mod in any way except to fix this glitch.
I'm not sure how exactly a tech goes from the list of techs to being discoverable via anomaly, but if there's an easily set flag to make this tech not discoverable in that way, that would smooth off one of the rough edges of this delightful mod.
Alternatively, it might be worth reworking, making it an option that lets you toss away your quality standards for ships, but in exchange they're cheaper and faster to build.