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Galactic Manufactory, requires power and batch crafts workbench recipes.
Galactic Kitchen, requires power and makes batches of meals
Unless, of course, there is one in there that I just have not managed to unlock yet. ;-)
I'll do whatever easier, making the recipes super fast. Or unlocking groups of like 5 that take the same time
@bryan_mcdonald, iirc the trading console building has a recipe that gives you infinite scrap/silicon/stone
Something something something, other colonies are strip mining and donating their metal for galactic tech. Your colony is just where that ends up for "free" (to you).
If its not there in the request donations tab; they may be hidden behind a px character spilling their secrets. I'll confirm when I have the game open next
I see there are some events similar to that in the mod already, but they cause a "pheromone bomb"... which just triggers a normal attack wave.
It will take some doing, but I'm not opposed to making a set of bigger and better robots in the level up species mod.
And then call for a robot species auxiliary when the colony does something the Galactican empire "disagrees with".
Afterall.... colonies are constantly stealing classified secrets with no retaliation atm.
Doesn't make much sense
Peace Keepers/ Enforcers show up as the colony breaks away from the Galactican Empire and begins using the Empire's Technology without permission.
If the player goes down the Black Market/ Illegal technology route, bandits, smugglers, pirates begin trying to raid and steal from the Colony as word gets around the systems that we have advanced black market technology.
Alien Technology route, The Galactican Empire awakens the remaining droid and robot soldiers from the last robot wars and unleashes them on the colony.
Food for thought, don't eat to much. :)
Some general observations:
- the progression could be a bit smoother, getting that 1st Alien Core was a steep step. I was nearly overrun by the natives twice, lol!
- some (intentional?) inconsistencies in the tech trees, like you need Cyber Solar before you can research Alien Solar, but it's not the case with the wind tech.
- maybe just me, but I wish PX variants were in the menu of the/next to the vanilla variants. Like Beyond Stranded storage for example shows up in the OG Storage.
- in similar vein, the OG variants should be upgradable to PX, for example would be nice if one could order to rebuild the fence into Advanced Carbon.
I haven't done any Lua, but I'm a dev, would be willing to help if needed.
1. Cyber shouldn't be required for alien tech..... I've been hotfixing as players call out the techs that still do require it.
2. Alien Core's are a big step; but are meant to be a "mass" producible resource (Within some reason it being the highest tier resource of that group)
I will review the production chain for ways to make that first one be a bit smoother.
3. I do agree, I want to eventually move all the PX buildings to the base games menu's
Maybe even add some more nested middle-folders if the base game menu is cluttered after that...
4. I know that SAD enables an upgrade path for buildings, but what should the path be?
Base game -> Cyber -> Alien?
Select Cyber or Alien as both viable upgrade paths?
(I am VERY unfamiliar with that area of the game and would need to brush up)
Modding SAD isn't that bad, there is a lot of "well tread" areas that can be modded via the in-game MOD UI software (Which can be launched from SAD in debug mode)
When you need to do things the devs didn't think we would want/need to touch; that's when Lua syntax is useful
There is a github for both ILU and PX; I can invite you to them if I know your (personal) Github user. Then you can put PullRequests in for the changes that you really want to see.
I have used it mainly due to the # of machine's I have found myself modding on; and need to keep track and align the local copys.
Also, I would agree with upgrades for some buildings, namely power. Solar and wind both seem to use the same building design, and it would make sense to permit whichever ones you currently have enabled (Galactic, Cyber, Alien) and gray out the rest. I had Alien tech long before I started researching Cyber, if only for the cost and space requirements of the second antenna. In fact, I might question the need for that other antenna. It's huge and power hungry. Could there be an alternative? Maybe another, smaller thing, like an encryption unit to encode your signals so the Feds don't get any funny ideas about you. :)
This mod is really awesome—it actually brought me back to the game! But I can't fully enjoy it due to the lack of translation into my language.
Sorry for asking this here (I already posted a separate topic about it), but if it's not too much trouble, could you let me know if there's any chance of getting a translation for this mod, even if it's AI-generated? That is, of course, if it doesn't require too many resources.
They just get linked to a single group, and swaps can be made easily between them.
iirc if you do not have a building unlocked, it will not show up as something to swap to/from
@Wave-particle duality, I only know English.... So a translation will need to be done.
I will see what documentation around translating is in the SAD modding community and put what I find in the other thread