Victoria 3

Victoria 3

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PSC + Tech & Res ComPatch
   
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File Size
Posted
Updated
800.422 KB
13 Jul @ 11:34pm
15 Sep @ 10:21pm
3 Change Notes ( view )

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PSC + Tech & Res ComPatch

Description
Compatibility patch for Private Sector Construction and Tech & Res. Adds the resources used in Tech & Res to the construction sector production methods.

About
This mod is compatible with 1.11.*
Can be installed mid game, and removed safely.
Affects everyone including the AI.

Load order
Tech & Res
Private Sector Construction
ComPatch
14 Comments
Dingbat32  [author] 25 Sep @ 4:47am 
Good for 1.10/Tech & Res 1.4
Dingbat32  [author] 14 Sep @ 6:26am 
Compatch is now updated to work with Tech & Res 1.3
Vaokon 5 Sep @ 6:34pm 
I couldn't wait, so I fixed it myself lol. It's only throwing a couple of errors... But I have no idea how to publish it sadly.
Vaokon 5 Sep @ 6:54am 
If you read about half a inch below your message, you'll see that, yes, they are working on it, but the last Tech & Res update made it about 10x more complex.
WagglyMussel92 4 Sep @ 8:03am 
Hey hello sorry but the Prefab tech from tech and res is not compatible with the mod, are you planning to update it?
Dingbat32  [author] 19 Aug @ 7:21pm 
Hey so quite busy atm, won't be able to update for a few days. Have started working on it, but realised that the automated switching of PMs in the Regulator will need to be reconfigured, due to only being designed for 4 of them.
Tetra 19 Aug @ 8:39am 
pm_prefabricated_concrete_buildings = {
texture = "gfx/interface/icons/production_method_icons/prefabricated_concrete_buildings.dds"

unlocking_technologies = {
prefabricated_concrete_buildings
}

country_modifiers = {
workforce_scaled = {
country_construction_add = 14 #15
}
}
Tetra 19 Aug @ 8:39am 
Not sure if this helps but this is the data in the file:

building_modifiers = {
workforce_scaled = {
goods_input_steel_add = 30
goods_input_aluminium_add = 10
goods_input_alloys_add = 10
goods_input_glass_add = 40 #800
goods_input_plastics_add = 20 #100
goods_input_explosives_add = 20
goods_input_robotics_add = 15 #-100
goods_input_electricity_add = 40
}

level_scaled = {
building_employment_bureaucrats_add = 100
building_employment_clerks_add = 100
building_employment_engineers_add = 100
building_employment_machinists_add = 150
building_employment_laborers_add = 500
}
unscaled = {
building_laborers_mortality_mult = 0.05
}
}

state_modifiers = {
workforce_scaled = {
state_construction_mult = 0.01
}
}
}
Tetra 19 Aug @ 7:46am 
Yeah was here for the same reason, his change log says he added one PM for building sectors, but not sure what that is
WestBlocc 18 Aug @ 8:19am 
I dont wanna rush you, but when we can expect the update? :)