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You can circumvent the problem with "crash when clicking on a planet"
You keep using the broken mod here, but you also need to run this mod "Bigger Planet View"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1587178040
The new mod fixes the problem with the old mod. You will get the "normal" planet screen, but all 36 building slots from the broken mod will be there AND it works with savegames.
[22:48:03][containerwindow.cpp:809]: interface/planet_view.gui: Could not find instantTextboxType "planetary_consumption_output_amount" in window "planetary_resources".
[22:48:03][containerwindow.cpp:809]: interface/planet_view.gui: Could not find instantTextboxType "branch_office_production_output_amount" in window "branch_office_resources".
[22:48:03][containerwindow.cpp:809]: interface/planet_view.gui: Could not find instantTextboxType "branch_office_consumption_output_amount" in window "branch_office_resources".
[22:48:03][containerwindow.cpp:839]: interface/planet_view.gui: Could not find icon "planet_devastation" in window "defenses_window".
[22:48:03][containerwindow.cpp:788]: interface/planet_view.gui: Could not find buttonType "close_branch_office" in window "branch_office_flag_window".
In the save file, there are codes recording the status for all the buildings on each planet, like "ruined={ no...} disabled={ no...}" , There are 16 "no" s in each brackets for an old file, so the building beyond 16th will be set as ruined automatically. So it's possible to edit the save file by typing in more "no"s in the brackets.
I'm curious about this bug and have spend several hours to check all on-action scripts. Could you please tell me the reason of this bug?
I just meet a problem that if I build a building over No.16, it will automatically become ruined. Does anyone have met this bug before?
@du Mouvement Social - yes they work fine together.
@feezer06 - it appears the building slot cap is set at the start of a new game, so adding the additional slots during the game will cause them to be unusable (buildings in those slots will be 'ruined'). I've been told this can be edited in savegame files though.
Also, that link above provides a discussion about how to fix your save files. :D
@YakaryBovine - Strategic choice/performance/balance/didn't think more would fit the UI etc. I think more buildings better reflects the developed nature of the massively populated worlds though - 36 buildings vs 1 for a new world.
https://i.imgur.com/r2MN0EH.jpg
@Lavaflow It works perfectly with the 1080p mod:
https://i.imgur.com/JOBgMbp.jpg
"How does this interact with the 1080p UI mod?"
Replaces their planet view UI with this one.
The description alignment issue only occurs on colonisable non-colonised planets, as non-colonisables, colonisables and colonised each have a different layout (you'll notice non-colonisables don't have districts). I've re-aligned the desc window for colonisables;there's a ton of blank space and not much info provided so it looks a bit empty, but what can you do...
I'm also adjusting the other tabs to be more efficient and aesthetic. After this I think I'll use this for 16, 24 and 36 slot versions, then make a 1080 version for 40-50 slots.