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They could have an additional effect on the planet however, with industrial related jobs. Not a new resource to manage. But I'm not sure what kind of effects would fit this world type.
I did however at one point (idk if its still in) give necrophytes on the world a resource output of a unique resource that you where not able to hold much of (the idea being its like decayed parts of them).
I considered having it as a form of super mineral so to speak. You would be able to unlock buildings (maybe Necropolis unique maybe not) that provided jobs similar to vanilla but with like double the output. Ex, instead of 2 minerals = 4 alloys it would be 2 SR = 6/8 alloys.
But I felt it might have been a lil too complicated and I didnt wanna go through all the work to make multiple job and building icons for something that was getting to complex.
And more pops = more pain usually performance wise in this game so the idea of needing a new influx of pops to make this resource work seemed counter productive.
But I dunno, thoughts anyone?
It looks like the mechanics of your death worlds is still the same as it was when you could build as many of the factory/foundry buildings as you wanted, rather than when they introduced the industrial districts.
If it's crashing, you may need to unsubscribe from all mods, and delete the mod/launcherv2_sqlite folders (where stellaris exe is). I've had to do that when mods refuse to work. Re-subscribing to mods will automatically return the folders.
On a side note, do you plan on adding a special industrial district to these planets, or are you intended to pick up arcology project as well? Because otherwise, there's little chance of you being able to maintain your cgs/alloys with just a building on each planet.