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I might give this mod an update when I've got some time and get back into Stellaris. If any of the code in it helps you (despite the fact that it's several releases out-of-date) feel absolutely free to make use of it.
Thanks for the original mod and idea <3
Are you still playing/modding?
I haven't been able to figure out how to spawn gestalt-appropriate city districts for the habitation segments, but at least the home segment does get a hive/nexus district rather than a city district.
If anyone wants to take a look at the source and could let me know why the conditional for the habitation segments init_effect in the ascendancy homeworld solar system initializer isn't working correctly I'd be pretty thankful.
Cheers!
Rellay cool mod. I was wondering if you could do the same Ringworld but with only 4 sections ? one mine, one farm and on generator + capital ? I find that 12 is too much and I can't do it alone, I'm really strugling with ringworld modding :(
Thanks anyway
I've already tried adding +50 admin cap to each of the segments by adding it as a deposit that gives +50 admin and as a static_modifier that gives +50 admin cap, and neither of those have worked because the game treats those as a 'planet_modifier' rather than a 'country_modifier', and adding admin cap to a planet doesn't do anything.
If anyone has any other idea as to how I could do it, let me know. Right now I'm thinking maybe as a special building? That would use a building slot though, so I'd rather avoid it but I can't think of any other way.
Anyways, cheers guys.
I'd be pretty happy if any other modders with a bit more experience could explain to me why the normal planet deposits and blockers aren't being removed by my call to 'clear_blockers' and 'clear_deposits'?
I imagine it's because empire initialization probably happens after the solar system is created and then adds those things on. But then how can I prevent normal empire initialization and replace it with my own version doesn't add any deposits or blockers or normal planet districts?
This new patch is confusing...
Basically, the start-of-game event that gives you other species tries to put them on mining networks and hydroponics farms (in the case of syncretic evolution), or it tries to replace certain tile blockers (in the case of rogue servitors) and when it can't find any it just fails.
I will try to fix it by editing the event. If that doesn't work I can add those buildings and tile blockers into the ascendancy homeworld start as a last resort. Thanks for letting me know about the problem @onemorecup!
It will give you an error message in the Stellaris launcher but it will work fine. I know the error message can be annoying, but I don't really want to end up with a bloated workshop page because I'm keeping an extra version of each mod every time they do an update.
Cheers!