Good Tuesday!
As promised in the previous announcement, I wanted to enable the Steam Workshop for this game. As part of this update it is now available. After the update, launching the game will now go through a very light launcher first, where you can manage your mods order.
I also included 8 mods on the workshop. 7 of which are AI translations. I expect them to be awful. However, someone motivated enough could take one of these mods, fix it and make their own translation out of it. The original language files are available in the game files and look exactly the same if you need a reference point (there are tools for comparing two JSONs files out there).
The 8th mod is a mod that adds a new research, a new resource and a new building. It's a great template to add many more resources, researches and buildings if you wish. For example, it should be possible to add an "Ore" resource, modify the ore mine to produce ore instead of metal, add a new building for sorting ores into, say, iron and copper, add a building to produce steel, change the electronics factory to consume copper, etc.
At the moment we are starting small with mods, only allowing modification/addition of parameter files. Later on I will also allow custom classes.
Changelog
- New light launcher that enables mod support. Also allows selecting a different save for loading, which could prevent hard locks.
- No balance changes but a light antimatter battery rework to make it more stable which can result in a small nerf at a high framerate.
- Drop downs have been completely redone for compatability on some setups.
- Auto pause settings.
- Added UI scale 80%.
- Added nanobot cap on the resource sidebar.
- Added a log to script console output.
- Space mirror facility advanced oversight can now use fractional assignments.
- Many misc bugfixes.
- Fixed a rare crash.