Hello, the refining specializations dont seem to show up in the colony screen when I switch to them, but the refinery itself is still there and working fine, like the picture is just missing. Ore ones show up and work fine. I have Better Colonies and TASM if it's relevant.
EDIT: adding to the guy below, none of the ship components too from Heavy.
EDIT2: i colonized another world and changed the pop to rural population. switching my mining to organics made it disappear. reloaded and did it w/o rural pop and mining worked fine. changing pop to anything while mining is specialized makes it disappear. the mining still works but ofc i cant click on it or anything now.
EDIT3: i colonized a 3rd world (water world) and refining specialization works fine??? but it didnt in my first world? maybe its related to my first world being the nexerelin faction starting world. although like w/ mining it still disappears if i change the population.
The vanishing industries is a cross mod bug with grand colonies, I'm working on it.
Guys im tryna confirm if its just me or if its my mod collection but any new orbital works/heavy industries dont seem to be producing ship components?
Thanks for the report, I'll check it out.
Is there an in depth list as to what loot drops this mod adds and what they do? While in settings customizing the mod I noticed that several industries/derelict settings advised their associated drops be disabled as well, without clarifying which drops in particular they meant in some cases. I'm particularly interested in disabling drops related to derelict stations/ruined infrastructure/salvage interactions as I'm not a big fan of the power creep these elements provide.
There's a few kinds
- Industry Items (VPCs, Hypertransmitters ect...) which do stuff with their respective industries
- Forge Templates, which are exploration content for the derelict industries
- Consumables, which are... consumable items.
- Pets, which are just that
- Relic Components, which serve as a combat-only currency for mod features
- Ship components, which have distributed use throughout the mod but are mostly there to allow for local ship quality reduction through trade fleet disruption.
All of these have a use.
If you want to turn off the additional events, there's a setting for that.
Other than that the mod is excellent, albeit a bit unwieldy with how many features it has. While I understand this being a reach at best, I wish it was divided into several components similar to Ashes of the Domain so that it would be easier for players to choose which parts of the mod they want to use.
I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.
For each person that wants a super modpack, there's one that wants each mod have one micro-feature and nothing else. Can't have the cake and eat it too, sadly.