Victoria 3

Victoria 3

Heart of Appalachia, An Atompunk Mod
 This topic has been pinned, so it's probably important
TelepathingTilapia  [developer] Jul 30, 2023 @ 10:05pm
Bugs Reporting Thread
Post bugs here thx
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Showing 31-45 of 51 comments
TelepathingTilapia  [developer] Jan 4, 2024 @ 11:34am 
@Lupus yes it is.
Tech Priest Jan 21, 2024 @ 8:42am 
Hi while using this mod, the Mobilization menu has options and icons going of screen
wenspez Jan 29, 2024 @ 11:04pm 
Any updates on the nuke issue? I'm having the same problem where I'm producing capacity and buildings have full inputs, but stockpile remains at 0
LIV 21 Feb 1, 2024 @ 5:51am 
I am just using this and your light mod and the mobilization menu has options and icons going of screen. Thanks in advance.
TelepathingTilapia  [developer] Feb 1, 2024 @ 8:52am 
@LIV 21 I'm afraid I'm not able to fix the UI issues. This happend because my mod have had so many mobilization options in addition to original ones, which takes the icons off the limited space Paradox base game provided
radosa71 Mar 10, 2024 @ 12:08pm 
Can i ask if this is a bug or intended, in West Virginia, in previous updates you had a huge uranium deposit you could mine, but now it was removed and you cant build mines there.
TelepathingTilapia  [developer] Mar 10, 2024 @ 2:23pm 
@radosa71 yeah, for now I use a Python script to randomly generate resource distribution. The current map just rolled for some weird distribution
Fangslash Mar 21, 2024 @ 5:59pm 
Leaving a comment here because E&F mod compatibility was mentioned:

There is a issue with how on_action scripts are implemented. Effect blocks in the script will replace one another, so any two mods using the same on_action won't be compatible.

Modding discord recommend putting the script in their own block:
Originally posted by 1230james:

my_on_action = {
effect = {
# foo
}
}

on_monthly_pulse_country = {
on_actions = {
my_on_action
}
}
Last edited by Fangslash; Mar 21, 2024 @ 6:00pm
Alehandro Mar 23, 2024 @ 11:35am 
Copying my comments from the main mod thread here:
I'm having an issue where some techs are not shown in the research tree. I have tested for versions 1.6.0, 1.6.1, 1.6.2.
The following tech are hidden:
art_silk
nitrogen_fixation
compression_ignition
oil_turbine
arc_welding

They can be researched using the console, after which they will appear in the tree.

The problem is most probably (although this is just an observation) that there are too many techs in a single row, causing the game to hide some of them. When counting the number of non-hidden techs in the rows where there are some hidden ones, the maximum per row appears to be 11.
Adjusting the GUI scaling does not seem to fix the issue.
A possible fix for this would be moving some techs from these rows to other rows: 2 techs from the first row of level 3 techs and 3 techs from the first row of the level 5 techs.
Alehandro Mar 23, 2024 @ 11:42am 
Correction:
There seems to be something else that is going on with the military tech tree as well. The issue there seems different at first glance but the cause is still probably the same. The military tech tree is divided into 2 sub trees, one for army and one for navy, so maybe the available amount of slots (11) are divided between the two of them.

Hidden techs from military tree:
flamethrowers
concrete_fortifications
mobile_armor
stormtroopers
nco_training
carrier_tech
battleship_tech
Last edited by Alehandro; Mar 23, 2024 @ 11:48am
TelepathingTilapia  [developer] Mar 24, 2024 @ 8:59pm 
@Alehandro I have actually hided them and they are no longer researchable because the Mod have too many techs, and the vanilla techs are considered not so important. It would waste many of your time trying to research it when better alternative exists.

They might still appear because their pre-requisites still shows up, which means there's a line leading to non-exist techs. I would fix it.

These techs are intended to be treated like Sericulture tech of Great Qing except that I have never tried to make them available.
Pallan Minerva Apr 7, 2024 @ 5:00pm 
I've had an issue since I subscribed to this mod last year where any "radio" inputs in my military units get turned into electronic processors.
TelepathingTilapia  [developer] Apr 7, 2024 @ 6:33pm 
Originally posted by Pallan Minerva:
I've had an issue since I subscribed to this mod last year where any "radio" inputs in my military units get turned into electronic processors.

The radio goods have now been rebranded as "electronic processors."
Pallan Minerva Apr 7, 2024 @ 6:54pm 
Originally posted by TelepathingTilapia:
Originally posted by Pallan Minerva:
I've had an issue since I subscribed to this mod last year where any "radio" inputs in my military units get turned into electronic processors.

The radio goods have now been rebranded as "electronic processors."

But midgame ships like Scout Cruisers and Submarines still require them. It makes it really difficult since they're Tier IV technologies, while Electronic Processors is Tier V and locked behind a lot of other technologies.
andrewwang36 Apr 8, 2024 @ 9:54am 
also put this in comments, i seem to not be getting innovation from research contractors?
Last edited by andrewwang36; Apr 8, 2024 @ 9:56am
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