Search found 1626 matches

by sven
Mon Dec 22, 2025 8:33 pm
Forum: Modding
Topic: Population Panel Mod
Replies: 30
Views: 217295

Re: Population Panel Mod

I've been keeping this mod up to date with the latest in_development snapshot as a way of testing the new modding features. Here's a copy the updated zip.
by sven
Mon Dec 22, 2025 8:14 pm
Forum: Modding
Topic: A test mod for Avalanche
Replies: 0
Views: 42

A test mod for Avalanche

Re: Steam Community Thread: Mods with the new Version

This tiny home_systems.lua mod works for me? Might be that you didn't get the folder path in your test mod right?
by sven
Mon Apr 28, 2025 10:33 pm
Forum: General Forum
Topic: No satifying difficulty level
Replies: 9
Views: 729591

Re: No satifying difficulty level

Any old text editor should work, I think. But a relatively light programming editor like visual studio code will probably be more comfortable, because it will recognize the file as a a Lua dialect, and color code stuff like comments for you.

The difference in the 2 code blocks is subtle if you're ...
by sven
Sun Apr 27, 2025 10:47 pm
Forum: General Forum
Topic: No satifying difficulty level
Replies: 9
Views: 729591

Re: No satifying difficulty level

I find tuning difficulties one of the hardest things to do as a dev -- after a given patch/rebalance pass, I know what feels "relaxed", "challenging", and "nearly impossible" for *me*, but everyone coming into the game has their own perspective.

A lot of modern games have started sortof "passing ...
by sven
Mon Mar 03, 2025 7:01 pm
Forum: General Forum
Topic: Tinkers appearing, but I don't have the DLC.
Replies: 2
Views: 192208

Re: Tinkers appearing, but I don't have the DLC.

It's expected. Tinkers empires became an official part of the main game when the DLC launched. Buying the DLC gets you the ability to play as this new faction, but they're meant to be a part of the game regardless.
by sven
Tue Dec 17, 2024 8:11 am
Forum: General Forum
Topic: New DLC
Replies: 246
Views: 1801804

Re: New DLC

Glad forum is back.

I'm honestly not 100% sure I've fixed the forum. I've been messing around with some updates for our servers, which when it's done will hopefully stop stuff from crashing again for the foreseeable future, but the forum and website will likely flicker on and off a few more times ...
by sven
Mon Aug 02, 2021 6:05 am
Forum: Modding
Topic: Map (table/array) sorting
Replies: 2
Views: 98827

Re: Map (table/array) sorting

But if I try to use rpairs instead, it complains about an "attempt to compare two nil values".

I don't actually have the code up, but, if I recall correctly, my rpairs is similar to the 'spairs' code you linked, but the sorting function works differently. In the code you linked, the sorting ...
by sven
Sun Aug 01, 2021 12:11 am
Forum: Modding
Topic: Adding Opil
Replies: 3
Views: 105661

Re: Adding Opil

How would I go about adding Opil crystals to all island worlds?

I don't have the code in front of me right now, but, off the top of my head...

The easiest option is probably to just write a for loop over the all_planets list that adds the opil special to any planet with the 'Island' type. There ...
by sven
Thu Feb 25, 2021 5:27 pm
Forum: General Forum
Topic: The AI might be a little too willing to nuke worlds.
Replies: 4
Views: 85070

Re: The AI might be a little too willing to nuke worlds.

The AI's short sighted use of bombs is really bad when two AI go to war though, as it basically ensures that the AI never benefits much from fighting another AI in the long term, since both sides will likely lose a lot of population, which in the long term greatly weakens the AI's late-game power ...
by sven
Sun Feb 21, 2021 7:53 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 248635

Re: Disconnected Colonists Testing

That feels inconsistent with disconnected harmonized aliens colonizing planets, then. Why does colonization result in immediate response that same turn while transporting them from planet to planet gives you a one-turn grace period? Either both should have an immediate response or both should have ...
by sven
Sat Feb 20, 2021 7:11 pm
Forum: General Forum
Topic: Military transports are too strong
Replies: 23
Views: 271028

Re: Military transports are too strong

Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced.

If the game were still in beta, I'd probably change "boarding pods" to "boarding shuttles", and make them easily intercepted by PD, like assault shuttles are ...
by sven
Sat Feb 20, 2021 6:57 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 248635

Re: Disconnected Colonists Testing

Moving Harmonized Lummox units to the new colony (with no Machine Altar yet) also resulted in not seeing the new disconnected artwork:

I've tried multiple ways now to make the disconnected population units show up and am just not seeing them, I'm afraid.

The problem here is that you're playing ...
by sven
Sat Feb 20, 2021 6:54 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 248635

Re: Disconnected Colonists Testing

I'm on the In_Development branch, so I expected to see the new disconnected Teros but instead saw this:

Ok, figured it out. I made a mistake when importing Arioch's art for the unhappy disconnected Teros, so the game couldn't find the correct art asset, and ended up falling back on the generic ...
by sven
Sat Feb 20, 2021 4:37 am
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 248635

Re: Disconnected Colonists Testing

The planet is still under my control and will never reach the point of rebellion. So it does not appear that the disconnected update is currently working as intended on the In_Development branch.

Ok, I thought I knew where the bug was here, but it looks like I was wrong. Could you upload this ...
by sven
Sat Feb 20, 2021 12:44 am
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 248635

Re: Disconnected Colonists Testing


No, I'm going to stick with "unintended" or at the very least "contrary to reasonable player expectations given the patch notes."

Yeah, this is almost certainly a bug in the colony base code. Thanks for the report. (You can upload games for reference by going to Options, and selecting "upload ...