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Things like biome, features, landmarks, rain, seasons, etc
https://postimg.cc/Hr0RNgjL
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3522897843
https://imgur.com/a/066OUCY - My Mod Settings
https://imgur.com/a/N9LZoxk - Example scenario with to many items
When picking the option to load a saved ideology, if the ideology's mod list is not 100% compatible with your mod list, you just get a random ideology instead.
Will probably be best to show a warning in the options screen when the selected one doesn't match, if you even add a button to save fix it that would be crazy.
Thank you once more for the mod, it's a wonderful work of art!
https://pastebin.com/DKZa874T
Is there a way to have the starting colonist xenotypes include player-made xenotypes? Or even exclusively player-made xenotypes? Or some other method of particular xenotypes (e.g. from a particular mod or mods)?
I've tested MyLittlePlanet recently - it has a planet size slider at the bottom of my mods options on the planet tab - what's the issue you're seeing?
About Real Ruins, yep it's definitely on the list to improve the integration - it's one of my favourite mods so will be high on my priorities once it gets updated / the new dlc comes out.
For that, I find your mod the best fit ever. BUT there are still many mods I would hope for you to include one day.
MyLittlePlanet seems to not have say in the Random generation.
Real Ruins used to be an issue in 1.5, lets see if the mod gets updated and if it does could you make it function better with this mod?
And there are so many directions this mod could be improved, but as is it is already amazing! Thank you!
Random Stats (Factions tab) – these two options:
1. Unique
2. Randomize: goodwill.
I'd love to request a config option to limit fluid ideologies to a single meme, instead of 3.
I select 0-20 and during twenty different world generation attempts, it generats only three or four factions.
If I raise the faction limit to minimum of 7, it always generates 7 factions.
If I raise the faction limit to minimum of 20 it only generates 16.
I have no idea why but its not working as intended.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3414187030
Without Random Start after selecting your map in VE:tribals the ideology screen doesn't generate your colony's Ideology and instead says "customise NPC ideologies". During gameplay, After you finish the final "animal tech" research (Culture) you get to create your own ideology.
Using Random Start it seems to auto generate a starting ideology like any other start, meaning your pawns have an ideology before they are supposed to, then when you research culture you get to make a new one and the old one exists in the world somewhere.
My current work-around is to create a custom ideology with no rituals or specialists and no minimum clothing preferences, and set that as the default for Random Start. Works for the most part but I still have to deal with certainty mechanics and food/apparel rules being ideology based.
Love the mod!