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had to fix alot of errors and issues, sorry about the long times between updates with the code, busy life
Found that even if you dont have the dlc, the "Merfolk Society" civic still shows up, but you can't use the associated species trait
So portrait mods will have to change a bit to accommodate?
Kinda need some cyborg and synth mermaid portraits for when going that route... XD
i apologize for the typo in the code, i am still learning. This was my first actual mod.
And sorry for the insanely long response time, Life got extremely busy
destroy_trigger = {
exists = owner
owner = {
any_owned_planet = {
NOR = {
has_climate = wet
is_planet_class = pc_ocean
is_planet_class = pc_continental
}
}
}
}
needs to be changed to
destroy_trigger = {
exists = planet
planet = {
NOR = {
has_climate = wet
is_planet_class = pc_ocean
is_planet_class = pc_continental
}
}
}
and then it will work, destroying the appropriate buildings only if the planet they're on is the wrong class.
only this mod enabled, so it seems to be a bug with this mod
The planet I invaded was NOT the homeworld.
well currently both buildings should exist for ocean and continental planets for this mod. what planet types are those where they disappear?
Shoreline Land Harvesting Sites have the same problem.
If I go and show all Leaders the frames drop dramatically.
It's a minor issue, cause I can simply look at leaders by section instead. Then it only drops 20 instead of 50 frames.
On the plus side forgoing the aquatic trait gave me two extra trait points but I might look into a mod to remove aqautic trait cost so I can use it with merfolk trait in the future without if getting in the way of other possible traits. I figure they're already aquatic, the trait would just be a formality to get aquatic species features to work at that point. An idea that others might like for their own merfolk if needed