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Rapporter et oversættelsesproblem
You have 2 options:
1. This link takes you to my github at the last commit before 4.0, you can grab the files from there: https://github.com/draconas1/stellaris-space-exploitation/tree/834c902ef881d02006173f0d16e2e6a89aca8e6a
2. Run the 4.0 version. do not build the customs and excise building or food building, those are the only ones that have changed in 4.0.
Solar panels work and everyone can build them.
Supercapacitor works and detects the solar panels correctly.
Sorry about this, I focused all my energy on Genetic Assimilation and All ascension Paths mods for 3.12 and thought that Sploit would be a good little mod and not give me troubles. I am in the middle of an iron man run and so can't actually test it. Once that is done I will give it a whirl to double check everything.
"One must be true - Starbase has module sm_" is the condition im seeing now
I've uploaded a fixed version
This mod: enhancements for starbases for mining/energy/science/SR etc...
Starborn: My own implementation of voidtouched but with more features and events.
They are 100% compatible.
Because mine have a bunch of code in them, it would complicate the merges between mods, this way worse that happens is machines end up with 2 sets.
And cool and hilarious idea on the sphere, I'll have a look - I may not because there may not be a way to modify the megastructure output in system without hacking the megastructure itself which i am definitely not doing
As a side note, I think that system with Dyson sphere deserves supercapacitors as well. After all, this is a giant solar panel.
A small thing, I think that because of the naming 00_module_override doesn't overwrite the base game 00_starbase_modules and machines end up with 2 solar panels to build. Of course, I have messed up something when I merged it.