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(Mod) Anomaly Reductions Unlocked

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8 years ago
Oct 27, 2016, 2:07:15 PM

*OBSOLETE AS OF UPDATE 1*




Hi folks!


I was a little disappointed that the anomaly reductions were absent from the game at launch, in spite of being FULLY CODED AND FUNCTIONAL! So I did some poking around, and managed to get them assigned to a technology.


ConstructibleElement_AnomalyReductions.xml


This file sets the reductions to be unlocked with the Adaptative Colonies tech (just like in ES1). While only one is visible, all of them are unlocked (If I were to have all of them visible, you would have a column of one icon going down your screen).


Install by drag-n-dropping to your ES2/Public/Simulation folder, overwrite when prompted to.


Happy reducing!


Changelog:


10/28/16

-Fixed two reductions being attached to a different tech

Updated 8 years ago.
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8 years ago
Oct 28, 2016, 1:12:32 PM

UPDATED:


Fixed a derp I made that attached two of them to the wrong tech.

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8 years ago
Oct 28, 2016, 7:52:09 PM

Looking in the original file I just notice that some of them where unlocked already  when researching the technologies to colonise Swamp and Ash planets (they where just hidden), never knew...

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8 years ago
Oct 28, 2016, 9:15:05 PM
AndreasK wrote:

Looking in the original file I just notice that some of them where unlocked already  when researching the technologies to colonise Swamp and Ash planets (they where just hidden), never knew...

Actually, those are the Moon explorations. They don't work in the first place because the Moon Curiosities are not coded yet.

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