Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
effect remove_deposit=whatever_deposit_identifier #planetIDnum
effect add_deposit=whatever_deposit_identifier #planetIDnum
This requires looking up the relevant names in the localization files. 😔
Yeah, I assume most of them outside of the SR ones work fine!
Overall with inline scripts I'm hoping it shouldn't be too bad!
And i did it only on 2 mods, both wich had the issue. It's not that i wanan blame someone here. <3
Biogenesis Patch needed.
Woops! All 11 of the ultra rare blockers were assigned to the "Arid" tech... which made them pretty challenging to clear! Fixed now. Thanks to generalisator for the report.
Nice! You caught a bug, fixed it and uploading the change now!
The T2 Savannah blocker clearer.
I'll have a look! If you can offer me more information that'd be nice!
I don't know what you mean by modifiers to be honest, this mod doesn't add any of those (as far as I remember!). It's just deposits.
Yeah nasty limit of the engine I didn't know about on that one. Whats a real shame is the mod worked perfectly without the other ones, but it was too much when running multiple. Anyway we have a good setup now thankfully!
(I think it removed all modifiers from my current planets though since I loaded the game once without the mod :,) )
Can you guys confirm to me all is clear on your side too now, please?
Started a new playthrough yesterday and had no problems until now :(
This should mean things are just that bit more efficient/cleaner. Let me know if you guys spot any unintended behaviour!
It continues to be the case that this mod doesn't affect your starting capital planet (for simplicity and to prevent a lot of weirdness). So if you run this civic - which adds extra blockers to your homeworld - be aware that's all vanilla behaviour and you might get e.g a massive glacier on a continental world. It's expected.
New game I'm afraid!
Fixed the terraforming bug. I introduced it in the last patches when I streamlined and simplified everything with inlines. Turns out there is a weird quirk of the vanilla engine: I MUST define a non-zero drop weight for the new deposits (even if they don't spawn naturally, I add them via events) in order for the "terraforming_swap_types" block to properly check for potential conditions and add things. Super weird - you can see PDX themselves messing with this in the Vanilla buzzing plains deposit.
So anyway, weird situation but easy fix. Terraforming works again! Sorry about those of you affected the past couple of days!
That's very kind, thank you!
So just as a heads up: Some of the deposit keys are changing in the upcoming update (hopefully for the last time!), and the new version will require a new save file. I just wanted to give some warning in advance.
But don't worry it's worth it! (Promise.)
Sadly things like terraforming swaps seem a bit annoying to inline so with my current knowledge I could only really do so much. The gains here werent as awesome as over on todays "Dangerous Wildlife Expanded" update. Nonetheless I've de-bloated enough script now that CWTools doesn't freak out anymore, so I'll take it as a win.
If anyone has advice or ideas let me know!
Absolutely! Most of my mods are fairly light on gameplay but DWE definitely isn't.
Thanks again for your work !