More Module Slots


Add more module slots to anything that can currently accept them, and sometimes, some that dont.

3 years ago
0.17 - 1.1
3.71K

b Module-1's

4 years ago
(updated 4 years ago)

So I added this to an existing game. Which of course screwed up my Module creations, since Module-1 now needed Module-0's. Turning off Module-0 or turning off the Mod itself Remove's not only Module-0 but also Module-1. So Now I'm really "up the Creek with no Paddle." http://prntscr.com/qs327s version 0.0.10 & 0.0.11
http://prntscr.com/qs34ld

4 years ago
(updated 4 years ago)

Ooo.

Thanks for this report.

You can "fix" your existing save by unresearching and re-researching the modules technologies (iirc).

/c game.print("resetting module technologies")
game.player.force.technologies['speed-module'].researched=false;
game.player.force.set_saved_technology_progress('speed-module', 0);
game.player.force.technologies['speed-module'].researched=true;
game.player.force.technologies['efficiency-module'].researched=false;
game.player.force.set_saved_technology_progress('efficiency-module', 0);
game.player.force.technologies['efficiency-module'].researched=true;
game.player.force.technologies['productivity-module'].researched=false;
game.player.force.set_saved_technology_progress('productivity-module', 0);
game.player.force.technologies['productivity-module'].researched=true

I will look into a proper fix for this.

Cheers.

4 years ago

Um, I see now I may have may a mistake. Yes when unchecking the Tier-0 box it removes Modules 0&1. Since the Moodule 1 needs the module 0 in it's recipe. What I Failed to notice is all I needed to do was Re research the Module 1's.
My bad.

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