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Wilderness is now part of !CGM: Planets Enhanced and will no longer be updated.
I am looking forward to maintaining Wilderness support within !CGM: Planets Enhanced and I hope all the current subscribers make the switch. I will leave this mod available to allow current games to be played out but in time this mod will be deleted.
Homeworlds with red tile blockers has yet to be implemented due to time constraints, and hopefully this feature will make an appearance within !CGM: Planets Enhanced in the future.
No Starting Neighbour Systems edits a solar system initialiser. If No Starting Neighbour Systems included the init_effect that is described in the description above then no patch would be required and our two mods would would together perfectly.
Thanks for reaching out, my frustrations is hitting crittical. Been dying to have my first propper playthrough of Stellaris and with this mod I was almost there. I got to go drive my taxi for a few hours can I get back to you latter, it all sounds like a plan.
This mod overhauls tile blockers. Your spawn table maitains the reason why I wrote this mod, swamps on tundra. Though swamps are possible on tundra due to the potential evapotranspiration being extremely low, a defining trait of tundra is permafrost that even tree roots can not penetrate.
Whereas some people need Real Space, I need real terrain. If I give controll of tile blockers to another mod then Wilderness becomes nothing more than an asset pack. Once again my immersion won't work and the reason for the existence of this mod is lost.
I would rather you skip the tile blockers if you spot my global flag and I will add my own support for New Worlds. That includes the new Planet Diversity as well.
The really frustrating part, this mod will have been live for less time than it took to write, before PD Beta comes along making it null and void. :-(
Activated radioactive wasteland tile blockers on irradiated planets.
I have had time to look under the hood of Guilli's Planet Modifiers and my assesment has been added to the above description. In short, no worries.
Thanks :-)
My initial assumption would be no.
This mod does not touch any planet modifiers. What it does is give tile blokers instructions about what to do if planet modifiers are present. So far I have enhanced vanilla and Stallar Expedition modifiers. I do intend to have a look under the hood of Gui's Planet Modifier mod to see if I can also enhance any of those modifiers, but meanwhile if you spot any paculiar behaviour from using Gui's mod I would appreciate some feedback.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1384208859