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If anything you should get a -10% to Energy Production but a -20%-30% to Pop food Upkeep since most of your food is coming from the energy you're synthesizing.
Especially for 1 point feels way too powerful, pretty much a must pick.
Thanking to the new 'Lem' patch, It is now possible to link up the traits not on the portraits and it's separated archtype, but directly to the species subclass itself. (Humanoid, Reptilian, Molluscoid, etc.)
To simply put, there is now no need for the complex system that was hindering the compatibility of the mod for few years now.
This mod is now compatible with all other mods, theoretically.
I already tried it with sins of the prophets mod, which was highly incompatible before. It now works well.
Wish paradox had done it early on, but why not, better late then never.
To assign each one, I had to divide all those subtypes manually and give them fitting archtype, like mammals have MAL archtype and reptiles have REP.
Unfortunately, if another mod tries to divide archtypes on similar fashion, the names of archtypes could be identical, leading one to overwrite another. this causes many of it's assets to not load correctly.
To sum it up, If this is the case, there ain't any likely way to use both mods without conflicts. There ain't likely to be easy solution to this. Sorry.
Turning off this mod is advised if such conflict occurs.
Since I do not know what mods exactly does collide with this one, I changed the name of localization text file to be more specific and complicated enough that no other mod would also used it on chance. I already checked that the mod localization does work fine with my collection of mods. However since I cannot guarantee this remedy to be work, please check whether it now work fine or not regardless of loading order. Thanks for the bug report.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1772526733&searchtext=interplanetary+agriculture
I agree. The author might've mixed it up - having the perk on a predator should mean that the empire with that species as its founding one should get more food from livestock, as they are the predator and therefore eat the prey.
I do not think anyone does read all that, but since it is now gone, I'll inform you that rewriting that will take quite of a hurdle, and I'm not going to do it all again anytime soon. Already quite busy developing other mods. Sorry for inconvenience.
I could make some kind of event that forbid the usage of modded traits, but this will only remove the traits. I could use some kind of randomizer to overcome this, but this will not be able to imitate original trait systems. (Ex. AI could receive OP traits like 'Extremely Adaptive' for free.)
In short, since there is no simple way to do this, and the possibility is not certain, I wouldn't make this before I come up with an solid idea to bring this to reality.
So I wouldn't promise, but I'll see what I can do.
It's just that if you intend to maximize compatibility with implement archtype-specific or advanced traits which linked to various things like events and anomalies, things get tricky fast. Since traits with such modification is hard to test, there is a lot of chance that some kind of bug or error will arise.
Also, compatibility is a issue that you can also see in this mod's comment, that since many of errors arise because I have to override original files rather then making a new one which will do the same. These hurts compatibility a lot.
So in short, basic trait modding are easy, and won't take much of your time. but as soon as you decides to implement advanced traits, it gets far trickier.
So I grant you a permission. Linking my original mod would be all I need. Since I want to keep the concept, and since you already created it, it would be the best way to go.
Thanks for the great work by the way. I really appreciate it.