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It is now a Module in Rise Of Cosmic Industry https://sp.zhabite.com/sharedfiles/filedetails/?id=2670609971
ALL job output is reduced by 40%. This includes researchers, and is intended.
To just add the Autofab as if it was finished, select the planet, and use this in the console
effect add_autofab = yes
To start the construction process, select the planet, and do
effect start_autofab = yes
Few days ago mod worked normally. I play with a lot of mods, but in 2-3 days only this was updated. How can I fix this?
Are you having an issue that error could explain?
type=planet
HAVE NEED OF ALLOYS? BUILD A FOUNDRY FACTORY! NEED MINERALS? BUILD MINING FACTORY! NEED ENERGY TO PAY FOR IT ALL? THE GENERATOR FACTORY HAS GOT YA COVERED!
BUY NOW FOR THE LOW LOW COST OF 0 DOLLARS AND 0 CENTS! ACT NOW, THIS OFFER WON'T LAST FOREVER!
you will find:
country_event = { ###Advisor
id = autofab_menu.20
title = "autofab_menu.0.name"
desc = "autofab_menu.0.desc"
diplomatic = yes
custom_gui = "autofab_advisor"
is_triggered_only = yes
picture_event_data = {
portrait = ROOT.ruler
room = ethic_spaceship_room
}
Replace with:
country_event = { ###Advisor
id = autofab_menu.20
title = "autofab_menu.0.name"
desc = "autofab_menu.0.desc"
#diplomatic = yes
#custom_gui = "autofab_advisor"
is_triggered_only = yes
#picture_event_data = {
# portrait = ROOT.ruler
# room = ethic_spaceship_room
#}
Buffed how much bonus production the AP gives for Origin users, up to 40%. (This is additive with other modifiers, so it might not be as good as you think.)
Changed the AP to require another AP being selected already.
Fixed the DMM implementation to properly open the terminal.
Fixed text in the advisor saying you use a decision to build the Factory.
Added Factory Costs and times to the advisor, under Factory Queue.
Fixed Vanilla Swapping button messing stuff up.
Added tooltips to Vanilla Swap button.
Fixed the Autofab Construction option in the planet terminal blocking buttons when it is on.
Fixed Planet queue not being able to build the Factory.
Fixed counting of districts, so that ones being built count against available districts.
Readded the starting planet stuff.
Fixed the deposits missing bug.
Fixed the Document Factory edict doing nothing.
Removed some resource income checks from building mines that shouldn't have been there.
Fixed the SR manufacturing Factories, and the Extractor not taking into account the energy upkeep on the buildings they replace.
Doubled the time it takes to build the initial factory.
Fixed Swapping not working for Machine and Hive worlds.
Added an event triggered 2 days after game start to reset my stuff so that mods that reroll deposits day 1 don't fuck everything up for 6 months. (Looking at you, Planetary Diversity.)
Oh right, the districts are different.